Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- I = AcethekingAoS
- game.Players[I].Character.Head.Transparency = 1
- local p = Instance.new(Part)
- p.Parent = game.Players[I].Character.Torso
- p.Position = Vector3.new(0, 50, 0)
- p.BrickColor = BrickColor.new(Really black)
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Size = Vector3.new(1, 1, 2)
- p.CanCollide = False
- local w = Instance.new(Weld)
- w.Parent = game.Players[I].Character
- w.Part1 = game.Players[I].Character.Head
- w.Part0 = p
- w.C0 = CFrame.new(0,0,1.5) CFrame.fromEulerAnglesXYZ(0,0,0)
- local A = Instance.new(SpecialMesh)
- A.MeshType = Brick
- A.Parent = p
- A.Scale = Vector3.new(1.5, 0.8, 1)
- local p = Instance.new(Part)
- p.Parent = game.Players[I].Character.Torso
- p.Position = Vector3.new(0, 50, 0)
- p.BrickColor = BrickColor.new(Really black)
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Size = Vector3.new(1, 1, 1.5)
- p.CanCollide = False
- local w = Instance.new(Weld)
- w.Parent = game.Players[I].Character
- w.Part1 = game.Players[I].Character.Head
- w.Part0 = p
- w.C0 = CFrame.new(0,-1.1,0) CFrame.fromEulerAnglesXYZ(math.pi4, 0,0)
- local A = Instance.new(SpecialMesh)
- A.MeshType = Brick
- A.Parent = p
- A.Scale = Vector3.new(1.5, 1, 1)
- local p = Instance.new(Part)
- p.Parent = game.Players[I].Character.Torso
- p.Position = Vector3.new(0, 50, 0)
- p.BrickColor = BrickColor.new(Really black)
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Size = Vector3.new(1, 1, 1.5)
- p.CanCollide = False
- local w = Instance.new(Weld)
- w.Parent = game.Players[I].Character
- w.Part1 = game.Players[I].Character.Head
- w.Part0 = p
- w.C0 = CFrame.new(0.4,-1.4,-1.3) CFrame.fromEulerAnglesXYZ(math.pi4, 0,0)
- local A = Instance.new(SpecialMesh)
- A.MeshType = Brick
- A.Parent = p
- A.Scale = Vector3.new(0.5, 0.5, 0.5)
- local p = Instance.new(Part)
- p.Parent = game.Players[I].Character.Torso
- p.Position = Vector3.new(0, 50, 0)
- p.BrickColor = BrickColor.new(Really black)
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Size = Vector3.new(1, 1, 1.5)
- p.CanCollide = False
- local w = Instance.new(Weld)
- w.Parent = game.Players[I].Character
- w.Part1 = game.Players[I].Character.Head
- w.Part0 = p
- w.C0 = CFrame.new(-0.4,-1.4,-1.3) CFrame.fromEulerAnglesXYZ(math.pi4, 0,0)
- local A = Instance.new(SpecialMesh)
- A.MeshType = Brick
- A.Parent = p
- A.Scale = Vector3.new(0.5, 0.5, 0.5)
- local p = Instance.new(Part)
- p.Parent = game.Players[I].Character.Torso
- p.Position = Vector3.new(0, 50, 0)
- p.BrickColor = BrickColor.new(Really black)
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Size = Vector3.new(1, 1, 1.5)
- p.CanCollide = False
- local w = Instance.new(Weld)
- w.Parent = game.Players[I].Character
- w.Part1 = game.Players[I].Character.Head
- w.Part0 = p
- w.C0 = CFrame.new(0,0.2,-0.1) CFrame.fromEulerAnglesXYZ(math.pi-3,0,0)
- local A = Instance.new(SpecialMesh)
- A.MeshType = Brick
- A.Parent = p
- A.Scale = Vector3.new(1.5, 1.5, 1.5)
- for c = 1, #game.Players[I].CharacterGetChildren()do
- char = game.Players[I].CharacterGetChildren()
- if char[c]IsA(Part) then
- char[c].Transparency = 1
- elseif char[c]IsA(Hat) then
- char[c].HandleRemove()
- end
- end
- if game.Players[I].Character.HeadFindFirstChild(face) then
- game.Players[I].Character.Head.faceRemove()
- end
- --[[------------------------------------------------------------------------]]
- Player = game.Players[I]
- local h = Instance.new(HopperBin)
- h.Name = Fly
- h.Parent = Player.Backpack
- local s = Instance.new(Script)
- s.Parent = h
- s.Name = Script
- local bin = s.Parent
- length = 3
- away = 2
- gap = 0
- segs = 40
- distance = length3
- speed = 1
- Wave = 0
- local Tail = {}
- local part0 = Instance.new(Part)
- part0.BrickColor = BrickColor.new(Really black)
- part0.TopSurface = 0
- part0.BottomSurface = 0
- part0.Locked = true
- part0.FormFactor = Symmetric
- part0.Size = Vector3.new(2,2,2)
- part0.Anchored = true
- part0.Shape = 1
- part0.CanCollide = true
- part0.Parent = nil
- part0.Name = Part0
- local A = Instance.new(SpecialMesh)
- A.MeshType = Brick
- A.Parent = part0
- A.Name = Mesh
- A.Scale = Vector3.new(1.1, 1.1, 1.1)
- for p = 1,segs do
- Tail[p] = part0Clone()
- Tail[p].Parent = nil
- Tail[p].Name = Part..p
- Tail[p].CFrame = CFrame.new(math.random(-100, 100), math.random(-100, 100), math.random(-100, 100))
- Tail[p].Mesh.Scale = Vector3.new(1.1 - (p1000), 1.1 - (p1000), 1.1 - (p1000))
- end
- function onButton1Down(mouse)
- local player = game.Players.LocalPlayer
- if player == nil then return end
- me1 = bin.Parent.Parent
- me = bin.Parent.Parent.Character
- for p = 1,segs do
- Tail[p].Parent = me
- end
- main = part0
- part1 = Tail[1]
- follow = true
- while follow do
- Wave = Wave + 0.02
- distance = length3
- mousehit = mouse.Hit.p
- if (main.Position - mousehit).magnitude speed then
- main_mousehit = (main.Position - mousehit).unitspeed
- else
- main_mousehit = (main.Position - mousehit).unit1
- end
- start1 = main.Position-main_mousehit
- main.CFrame = CFrame.new(start1.x, start1.y, start1.z)
- p1pos = part1.Position
- start1_p1pos = (start1 - p1pos).unit
- spreadp1 = start1_p1pos(distance+away)
- part1.CFrame = CFrame.new(start1-spreadp1, start1)
- me.Torso.CFrame=Tail[1].CFrameCFrame.new(0,-0.5,-4)CFrame.fromEulerAnglesXYZ(-math.pi5,0,0)
- me.Torso.Anchored = true
- Wave = Wave + 0.02
- pc = me.Torso.CFrame
- starti = me.Torso.Position-(pc.lookVectordistance)
- pipos = Tail[1].Position
- starti_pipos = (starti - pipos).unit
- spreadpi = starti_pipos(distance+gap)
- Tail[1].CFrame = CFrame.new(starti-spreadpi, starti) + (part0.CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6)4
- --[[
- for i = 1,39 do
- wait()
- print(p2c = Tail[..i..].CFrame
- start3 = Tail[..i..].Position-(p2c.lookVectordistance)
- p3pos = Tail[..(i+1)..].Position
- start3_p3pos = (start3 - p3pos).unit
- spreadp3 = start3_p3pos(distance+gap)
- Tail[..(i+1)..].CFrame = CFrame.new(start3-spreadp3, start3 - Vector3.new(0,math.sin(Wave6+..((i-1)100)..)4,0) ) + Vector3.new(0,math.sin(Wave6+..((i)100)..)4,0)
- )
- end
- ]]
- p2c = Tail[1].CFrame start3 = Tail[1].Position-(p2c.lookVectordistance) p3pos = Tail[2].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[2].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[1].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0)4 ) + (Tail[2].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.01)4
- p2c = Tail[2].CFrame start3 = Tail[2].Position-(p2c.lookVectordistance) p3pos = Tail[3].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[3].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[2].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.01)4 ) + (Tail[3].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.02)4
- p2c = Tail[3].CFrame start3 = Tail[3].Position-(p2c.lookVectordistance) p3pos = Tail[4].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[4].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[3].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.02)4 ) + (Tail[4].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.03)4
- p2c = Tail[4].CFrame start3 = Tail[4].Position-(p2c.lookVectordistance) p3pos = Tail[5].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[5].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[4].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.03)4 ) + (Tail[5].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.04)4
- p2c = Tail[5].CFrame start3 = Tail[5].Position-(p2c.lookVectordistance) p3pos = Tail[6].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[6].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[5].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.04)4 ) + (Tail[6].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.05)4
- p2c = Tail[6].CFrame start3 = Tail[6].Position-(p2c.lookVectordistance) p3pos = Tail[7].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[7].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[6].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.05)4 ) + (Tail[7].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.06)4
- p2c = Tail[7].CFrame start3 = Tail[7].Position-(p2c.lookVectordistance) p3pos = Tail[8].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[8].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[7].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.06)4 ) + (Tail[8].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.07)4
- p2c = Tail[8].CFrame start3 = Tail[8].Position-(p2c.lookVectordistance) p3pos = Tail[9].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[9].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[8].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.07)4 ) + (Tail[9].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.08)4
- p2c = Tail[9].CFrame start3 = Tail[9].Position-(p2c.lookVectordistance) p3pos = Tail[10].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[10].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[9].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.08)4 ) + (Tail[10].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.09)4
- p2c = Tail[10].CFrame start3 = Tail[10].Position-(p2c.lookVectordistance) p3pos = Tail[11].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[11].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[10].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.09)4 ) + (Tail[11].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.1)4
- p2c = Tail[11].CFrame start3 = Tail[11].Position-(p2c.lookVectordistance) p3pos = Tail[12].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[12].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[11].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.1)4 ) + (Tail[12].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.11)4
- p2c = Tail[12].CFrame start3 = Tail[12].Position-(p2c.lookVectordistance) p3pos = Tail[13].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[13].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[12].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.11)4 ) + (Tail[13].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.12)4
- p2c = Tail[13].CFrame start3 = Tail[13].Position-(p2c.lookVectordistance) p3pos = Tail[14].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[14].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[13].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.12)4 ) + (Tail[14].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.13)4
- p2c = Tail[14].CFrame start3 = Tail[14].Position-(p2c.lookVectordistance) p3pos = Tail[15].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[15].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[14].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.13)4 ) + (Tail[15].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.14)4
- p2c = Tail[15].CFrame start3 = Tail[15].Position-(p2c.lookVectordistance) p3pos = Tail[16].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[16].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[15].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.14)4 ) + (Tail[16].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.15)4
- p2c = Tail[16].CFrame start3 = Tail[16].Position-(p2c.lookVectordistance) p3pos = Tail[17].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[17].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[16].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.15)4 ) + (Tail[17].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.16)4
- p2c = Tail[17].CFrame start3 = Tail[17].Position-(p2c.lookVectordistance) p3pos = Tail[18].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[18].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[17].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.16)4 ) + (Tail[18].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.17)4
- p2c = Tail[18].CFrame start3 = Tail[18].Position-(p2c.lookVectordistance) p3pos = Tail[19].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[19].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[18].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.17)4 ) + (Tail[19].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.18)4
- p2c = Tail[19].CFrame start3 = Tail[19].Position-(p2c.lookVectordistance) p3pos = Tail[20].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[20].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[19].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.18)4 ) + (Tail[20].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.19)4
- p2c = Tail[20].CFrame start3 = Tail[20].Position-(p2c.lookVectordistance) p3pos = Tail[21].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[21].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[20].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.19)4 ) + (Tail[21].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.2)4
- p2c = Tail[21].CFrame start3 = Tail[21].Position-(p2c.lookVectordistance) p3pos = Tail[22].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[22].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[21].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.2)4 ) + (Tail[22].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.21)4
- p2c = Tail[22].CFrame start3 = Tail[22].Position-(p2c.lookVectordistance) p3pos = Tail[23].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[23].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[22].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.21)4 ) + (Tail[23].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.22)4
- p2c = Tail[23].CFrame start3 = Tail[23].Position-(p2c.lookVectordistance) p3pos = Tail[24].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[24].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[23].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.22)4 ) + (Tail[24].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.23)4
- p2c = Tail[24].CFrame start3 = Tail[24].Position-(p2c.lookVectordistance) p3pos = Tail[25].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[25].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[24].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.23)4 ) + (Tail[25].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.24)4
- p2c = Tail[25].CFrame start3 = Tail[25].Position-(p2c.lookVectordistance) p3pos = Tail[26].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[26].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[25].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.24)4 ) + (Tail[26].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.25)4
- p2c = Tail[26].CFrame start3 = Tail[26].Position-(p2c.lookVectordistance) p3pos = Tail[27].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[27].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[26].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.25)4 ) + (Tail[27].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.26)4
- p2c = Tail[27].CFrame start3 = Tail[27].Position-(p2c.lookVectordistance) p3pos = Tail[28].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[28].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[27].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.26)4 ) + (Tail[28].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.27)4
- p2c = Tail[28].CFrame start3 = Tail[28].Position-(p2c.lookVectordistance) p3pos = Tail[29].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[29].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[28].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.27)4 ) + (Tail[29].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.28)4
- p2c = Tail[29].CFrame start3 = Tail[29].Position-(p2c.lookVectordistance) p3pos = Tail[30].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[30].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[29].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.28)4 ) + (Tail[30].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.29)4
- p2c = Tail[30].CFrame start3 = Tail[30].Position-(p2c.lookVectordistance) p3pos = Tail[31].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[31].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[30].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.29)4 ) + (Tail[31].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.3)4
- p2c = Tail[31].CFrame start3 = Tail[31].Position-(p2c.lookVectordistance) p3pos = Tail[32].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[32].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[31].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.3)4 ) + (Tail[32].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.31)4
- p2c = Tail[32].CFrame start3 = Tail[32].Position-(p2c.lookVectordistance) p3pos = Tail[33].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[33].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[32].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.31)4 ) + (Tail[33].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.32)4
- p2c = Tail[33].CFrame start3 = Tail[33].Position-(p2c.lookVectordistance) p3pos = Tail[34].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[34].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[33].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.32)4 ) + (Tail[34].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.33)4
- p2c = Tail[34].CFrame start3 = Tail[34].Position-(p2c.lookVectordistance) p3pos = Tail[35].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[35].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[34].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.33)4 ) + (Tail[35].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.34)4
- p2c = Tail[35].CFrame start3 = Tail[35].Position-(p2c.lookVectordistance) p3pos = Tail[36].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[36].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[35].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.34)4 ) + (Tail[36].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.35)4
- p2c = Tail[36].CFrame start3 = Tail[36].Position-(p2c.lookVectordistance) p3pos = Tail[37].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[37].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[36].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.35)4 ) + (Tail[37].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.36)4
- p2c = Tail[37].CFrame start3 = Tail[37].Position-(p2c.lookVectordistance) p3pos = Tail[38].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[38].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[37].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.36)4 ) + (Tail[38].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.37)4
- p2c = Tail[38].CFrame start3 = Tail[38].Position-(p2c.lookVectordistance) p3pos = Tail[39].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[39].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[38].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.37)4 ) + (Tail[39].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.38)4
- p2c = Tail[39].CFrame start3 = Tail[39].Position-(p2c.lookVectordistance) p3pos = Tail[40].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos(distance+gap) Tail[40].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[39].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.38)4 ) + (Tail[40].CFrame CFrame.Angles(math.rad(90),0,0)).lookVector math.sin(Wave6+0.39)4
- wait()
- end
- end
- function onButton1Up(mouse)
- follow = false
- end
- function onSelected(mouse)
- mouse.Icon = rbxassettexturesGunCursor.png
- mouse.Button1Downconnect(function() onButton1Down(mouse) end)
- mouse.Button1Upconnect(function() onButton1Up(mouse) end)
- mouse.KeyDownconnect(onKeyDown)
- end
- bin.Selectedconnect(onSelected)
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement