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- -- script made by jinxx
- local H = Instance.new("Hint", game.Workspace)
- H.Parent = game.Workspace
- H.Text = ("L")
- wait(.1)
- H.Text = ("La")
- wait(.1)
- H.Text = ("Lag")
- wait(.1)
- H.Text = ("Lagg")
- wait(.1)
- H.Text = ("Laggy")
- wait(.1)
- H.Text = ("Laggy g")
- wait(.1)
- H.Text = ("Laggy gu")
- wait(.1)
- H.Text = ("Laggy guy")
- wait(.1)
- H.Text = ("Laggy guy l")
- wait(.1)
- H.Text = ("Laggy guy lo")
- wait(.1)
- H.Text = ("Laggy guy loa")
- wait(.1)
- H.Text = ("Laggy guy load")
- wait(.1)
- H.Text = ("Laggy guy loade")
- wait(.1)
- H.Text = ("Laggy guy loaded")
- wait(5)
- H:Destroy()
- local riseHeight = 10 -- Adjust this value to change the total rise height
- local riseSpeed = 5 -- Adjust this value to change the rise speed
- local fallSpeed = 10 -- Adjust this value to change the fall speed
- -- Get the player's character and HumanoidRootPart
- local player = game.Players.LocalPlayer
- local character = player.Character or player.CharacterAdded:Wait()
- local humanoidRootPart = character:WaitForChild("HumanoidRootPart")
- -- Function to lift the character up and then bring them back down
- local function liftAndFall()
- local initialPosition = humanoidRootPart.Position
- -- Lift character up
- while humanoidRootPart.Position.Y < initialPosition.Y + riseHeight do
- humanoidRootPart.Velocity = Vector3.new(0, riseSpeed, 0)
- wait()
- end
- humanoidRootPart.Velocity = Vector3.new(0, 0, 0) -- Stop movement
- -- Bring character back down
- while humanoidRootPart.Position.Y > initialPosition.Y do
- humanoidRootPart.Velocity = Vector3.new(0, -fallSpeed, 0)
- wait()
- end
- humanoidRootPart.Velocity = Vector3.new(0, 0, 0) -- Stop movement
- -- Repeat the process
- liftAndFall()
- end
- -- Start the lift and fall process
- liftAndFall()
- local riseHeight = 10 -- Adjust this value to change the total rise height
- local riseSpeed = 5 -- Adjust this value to change the rise speed
- local fallSpeed = 10 -- Adjust this value to change the fall speed
- -- Get the player's character and HumanoidRootPart
- local player = game.Players.LocalPlayer
- local character = player.Character or player.CharacterAdded:Wait()
- local humanoidRootPart = character:WaitForChild("HumanoidRootPart")
- -- Function to lift the character up and then bring them back down
- local function liftAndFall()
- local initialPosition = humanoidRootPart.Position
- -- Lift character up
- while humanoidRootPart.Position.Y < initialPosition.Y + riseHeight do
- humanoidRootPart.Velocity = Vector3.new(0, riseSpeed, 0)
- wait()
- end
- humanoidRootPart.Velocity = Vector3.new(0, 0, 0) -- Stop movement
- -- Bring character back down
- while humanoidRootPart.Position.Y > initialPosition.Y do
- humanoidRootPart.Velocity = Vector3.new(0, -fallSpeed, 0)
- wait()
- end
- humanoidRootPart.Velocity = Vector3.new(0, 0, 0) -- Stop movement
- -- Repeat the process
- liftAndFall()
- end
- -- Start the lift and fall process
- liftAndFall()
- local player = game.Players.LocalPlayer
- local character = player.Character or player.CharacterAdded:Wait()
- local humanoidRootPart = character:WaitForChild("HumanoidRootPart")
- local humanoid = character:WaitForChild("Humanoid")
- local reachedHeight = 20 -- Adjust this value to set the height threshold
- local actionKey = Enum.KeyCode.F -- Use the 'F' key to trigger action
- -- Flag to track if action has been triggered
- local actionTriggered = false
- -- Function to check if character has reached the specified height
- local function checkReachedHeight()
- if humanoidRootPart.Position.Y >= reachedHeight and not actionTriggered then
- actionTriggered = true
- -- Perform your action here
- print("Character reached up! Perform action here.")
- -- Example action: Reset character position and action flag
- humanoidRootPart.CFrame = CFrame.new(Vector3.new(0, 0, 0)) -- Reset position to origin
- actionTriggered = false -- Reset action flag
- -- You can add more actions here, like resetting health or performing other tasks
- end
- end
- -- Listen for key press to trigger action
- game:GetService("UserInputService").InputBegan:Connect(function(input)
- if input.UserInputType == Enum.UserInputType.Keyboard and input.KeyCode == actionKey then
- checkReachedHeight()
- end
- end)
- -- Function to continuously check character position
- local function monitorCharacterPosition()
- while true do
- checkReachedHeight()
- wait(0.1) -- Adjust the frequency of position checking as needed
- end
- end
- -- Start monitoring character position
- monitorCharacterPosition()
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Comments
-
- Kinda works, after a while you can't jump no more.
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