Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- game.Players.PlayerAdded:Connect(function(plr)
- if plr.Name == "AaronWilhelm" then
- local morph = game["ServerStorage"]["Morphs"]["SFSquadLeader"]
- plr.CharacterAdded:Connect(function(char)
- for _,v in pairs(char:GetChildren()) do
- if v:IsA("BasePart") or v:IsA("UnionOperation") or v:IsA("MeshPart") then
- v.Transparency = 1
- end
- end
- local g = morph["Arm1"]:clone()
- g.Parent = char
- local C = g:GetChildren()
- for i=1, #C do
- if C[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then
- local W = Instance.new("Weld")
- W.Part0 = g.Middle
- W.Part1 = C[i]
- local CJ = CFrame.new(g.Middle.Position)
- local C0 = g.Middle.CFrame:inverse()*CJ
- local C1 = C[i].CFrame:inverse()*CJ
- W.C0 = C0
- W.C1 = C1
- W.Parent = g.Middle
- end
- local Y = Instance.new("Weld")
- Y.Part0 = char["LeftUpperArm"]
- Y.Part1 = g.Middle
- Y.C0 = CFrame.new(0, 0, 0)
- Y.Parent = Y.Part0
- end
- local h = g:GetChildren()
- for i = 1, # h do
- if h[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then
- h[i].Anchored = false
- h[i].CanCollide = false
- end
- end
- local g = morph["Arm2"]:clone()
- g.Parent = char
- local C = g:GetChildren()
- for i=1, #C do
- if C[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then
- local W = Instance.new("Weld")
- W.Part0 = g.Middle
- W.Part1 = C[i]
- local CJ = CFrame.new(g.Middle.Position)
- local C0 = g.Middle.CFrame:inverse()*CJ
- local C1 = C[i].CFrame:inverse()*CJ
- W.C0 = C0
- W.C1 = C1
- W.Parent = g.Middle
- end
- local Y = Instance.new("Weld")
- Y.Part0 = char["RightUpperArm"]
- Y.Part1 = g.Middle
- Y.C0 = CFrame.new(0, 0, 0)
- Y.Parent = Y.Part0
- end
- local h = g:GetChildren()
- for i = 1, # h do
- if h[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then
- h[i].Anchored = false
- h[i].CanCollide = false
- end
- end
- local g = morph["Arm3"]:clone()
- g.Parent = char
- local C = g:GetChildren()
- for i=1, #C do
- if C[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then
- local W = Instance.new("Weld")
- W.Part0 = g.Middle
- W.Part1 = C[i]
- local CJ = CFrame.new(g.Middle.Position)
- local C0 = g.Middle.CFrame:inverse()*CJ
- local C1 = C[i].CFrame:inverse()*CJ
- W.C0 = C0
- W.C1 = C1
- W.Parent = g.Middle
- end
- local Y = Instance.new("Weld")
- Y.Part0 = char["LeftLowerArm"]
- Y.Part1 = g.Middle
- Y.C0 = CFrame.new(0, 0, 0)
- Y.Parent = Y.Part0
- end
- local h = g:GetChildren()
- for i = 1, # h do
- if h[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then
- h[i].Anchored = false
- h[i].CanCollide = false
- end
- end
- local g = morph["Arm4"]:clone()
- g.Parent = char
- local C = g:GetChildren()
- for i=1, #C do
- if C[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then
- local W = Instance.new("Weld")
- W.Part0 = g.Middle
- W.Part1 = C[i]
- local CJ = CFrame.new(g.Middle.Position)
- local C0 = g.Middle.CFrame:inverse()*CJ
- local C1 = C[i].CFrame:inverse()*CJ
- W.C0 = C0
- W.C1 = C1
- W.Parent = g.Middle
- end
- local Y = Instance.new("Weld")
- Y.Part0 = char["RightLowerArm"]
- Y.Part1 = g.Middle
- Y.C0 = CFrame.new(0, 0, 0)
- Y.Parent = Y.Part0
- end
- local h = g:GetChildren()
- for i = 1, # h do
- if h[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then
- h[i].Anchored = false
- h[i].CanCollide = false
- end
- end
- local g = morph["Hand1"]:clone()
- g.Parent = char
- local C = g:GetChildren()
- for i=1, #C do
- if C[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then
- local W = Instance.new("Weld")
- W.Part0 = g.Middle
- W.Part1 = C[i]
- local CJ = CFrame.new(g.Middle.Position)
- local C0 = g.Middle.CFrame:inverse()*CJ
- local C1 = C[i].CFrame:inverse()*CJ
- W.C0 = C0
- W.C1 = C1
- W.Parent = g.Middle
- end
- local Y = Instance.new("Weld")
- Y.Part0 = char["LeftHand"]
- Y.Part1 = g.Middle
- Y.C0 = CFrame.new(0, 0, 0)
- Y.Parent = Y.Part0
- end
- local h = g:GetChildren()
- for i = 1, # h do
- if h[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then
- h[i].Anchored = false
- h[i].CanCollide = false
- end
- end
- local g = morph["Hand2"]:clone()
- g.Parent = char
- local C = g:GetChildren()
- for i=1, #C do
- if C[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then
- local W = Instance.new("Weld")
- W.Part0 = g.Middle
- W.Part1 = C[i]
- local CJ = CFrame.new(g.Middle.Position)
- local C0 = g.Middle.CFrame:inverse()*CJ
- local C1 = C[i].CFrame:inverse()*CJ
- W.C0 = C0
- W.C1 = C1
- W.Parent = g.Middle
- end
- local Y = Instance.new("Weld")
- Y.Part0 = char["RightHand"]
- Y.Part1 = g.Middle
- Y.C0 = CFrame.new(0, 0, 0)
- Y.Parent = Y.Part0
- end
- local h = g:GetChildren()
- for i = 1, # h do
- if h[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then
- h[i].Anchored = false
- h[i].CanCollide = false
- end
- end
- local g = morph["Leg1"]:clone()
- g.Parent = char
- local C = g:GetChildren()
- for i=1, #C do
- if C[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then
- local W = Instance.new("Weld")
- W.Part0 = g.Middle
- W.Part1 = C[i]
- local CJ = CFrame.new(g.Middle.Position)
- local C0 = g.Middle.CFrame:inverse()*CJ
- local C1 = C[i].CFrame:inverse()*CJ
- W.C0 = C0
- W.C1 = C1
- W.Parent = g.Middle
- end
- local Y = Instance.new("Weld")
- Y.Part0 = char["LeftUpperLeg"]
- Y.Part1 = g.Middle
- Y.C0 = CFrame.new(0, 0, 0)
- Y.Parent = Y.Part0
- end
- local h = g:GetChildren()
- for i = 1, # h do
- if h[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then
- h[i].Anchored = false
- h[i].CanCollide = false
- end
- end
- local g = morph["Leg2"]:clone()
- g.Parent = char
- local C = g:GetChildren()
- for i=1, #C do
- if C[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then
- local W = Instance.new("Weld")
- W.Part0 = g.Middle
- W.Part1 = C[i]
- local CJ = CFrame.new(g.Middle.Position)
- local C0 = g.Middle.CFrame:inverse()*CJ
- local C1 = C[i].CFrame:inverse()*CJ
- W.C0 = C0
- W.C1 = C1
- W.Parent = g.Middle
- end
- local Y = Instance.new("Weld")
- Y.Part0 = char["RightUpperLeg"]
- Y.Part1 = g.Middle
- Y.C0 = CFrame.new(0, 0, 0)
- Y.Parent = Y.Part0
- end
- local h = g:GetChildren()
- for i = 1, # h do
- if h[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then
- h[i].Anchored = false
- h[i].CanCollide = false
- end
- end
- local g = morph["Leg3"]:clone()
- g.Parent = char
- local C = g:GetChildren()
- for i=1, #C do
- if C[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then
- local W = Instance.new("Weld")
- W.Part0 = g.Middle
- W.Part1 = C[i]
- local CJ = CFrame.new(g.Middle.Position)
- local C0 = g.Middle.CFrame:inverse()*CJ
- local C1 = C[i].CFrame:inverse()*CJ
- W.C0 = C0
- W.C1 = C1
- W.Parent = g.Middle
- end
- local Y = Instance.new("Weld")
- Y.Part0 = char["LeftLowerLeg"]
- Y.Part1 = g.Middle
- Y.C0 = CFrame.new(0, 0, 0)
- Y.Parent = Y.Part0
- end
- local h = g:GetChildren()
- for i = 1, # h do
- if h[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then
- h[i].Anchored = false
- h[i].CanCollide = false
- end
- end
- local g = morph["Leg4"]:clone()
- g.Parent = char
- local C = g:GetChildren()
- for i=1, #C do
- if C[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then
- local W = Instance.new("Weld")
- W.Part0 = g.Middle
- W.Part1 = C[i]
- local CJ = CFrame.new(g.Middle.Position)
- local C0 = g.Middle.CFrame:inverse()*CJ
- local C1 = C[i].CFrame:inverse()*CJ
- W.C0 = C0
- W.C1 = C1
- W.Parent = g.Middle
- end
- local Y = Instance.new("Weld")
- Y.Part0 = char["RightLowerLeg"]
- Y.Part1 = g.Middle
- Y.C0 = CFrame.new(0, 0, 0)
- Y.Parent = Y.Part0
- end
- local h = g:GetChildren()
- for i = 1, # h do
- if h[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then
- h[i].Anchored = false
- h[i].CanCollide = false
- end
- end
- local g = morph["Foot1"]:clone()
- g.Parent = char
- local C = g:GetChildren()
- for i=1, #C do
- if C[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then
- local W = Instance.new("Weld")
- W.Part0 = g.Middle
- W.Part1 = C[i]
- local CJ = CFrame.new(g.Middle.Position)
- local C0 = g.Middle.CFrame:inverse()*CJ
- local C1 = C[i].CFrame:inverse()*CJ
- W.C0 = C0
- W.C1 = C1
- W.Parent = g.Middle
- end
- local Y = Instance.new("Weld")
- Y.Part0 = char["LeftFoot"]
- Y.Part1 = g.Middle
- Y.C0 = CFrame.new(0, 0, 0)
- Y.Parent = Y.Part0
- end
- local h = g:GetChildren()
- for i = 1, # h do
- if h[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then
- h[i].Anchored = false
- h[i].CanCollide = false
- end
- end
- local g = morph["Foot2"]:clone()
- g.Parent = char
- local C = g:GetChildren()
- for i=1, #C do
- if C[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then
- local W = Instance.new("Weld")
- W.Part0 = g.Middle
- W.Part1 = C[i]
- local CJ = CFrame.new(g.Middle.Position)
- local C0 = g.Middle.CFrame:inverse()*CJ
- local C1 = C[i].CFrame:inverse()*CJ
- W.C0 = C0
- W.C1 = C1
- W.Parent = g.Middle
- end
- local Y = Instance.new("Weld")
- Y.Part0 = char["RightFoot"]
- Y.Part1 = g.Middle
- Y.C0 = CFrame.new(0, 0, 0)
- Y.Parent = Y.Part0
- end
- local h = g:GetChildren()
- for i = 1, # h do
- if h[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then
- h[i].Anchored = false
- h[i].CanCollide = false
- end
- end
- local g = morph["Chest"]:clone()
- g.Parent = char
- local C = g:GetChildren()
- for i=1, #C do
- if C[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then
- local W = Instance.new("Weld")
- W.Part0 = g.Middle
- W.Part1 = C[i]
- local CJ = CFrame.new(g.Middle.Position)
- local C0 = g.Middle.CFrame:inverse()*CJ
- local C1 = C[i].CFrame:inverse()*CJ
- W.C0 = C0
- W.C1 = C1
- W.Parent = g.Middle
- end
- local Y = Instance.new("Weld")
- Y.Part0 = char["UpperTorso"]
- Y.Part1 = g.Middle
- Y.C0 = CFrame.new(0, 0, 0)
- Y.Parent = Y.Part0
- end
- local h = g:GetChildren()
- for i = 1, # h do
- if h[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then
- h[i].Anchored = false
- h[i].CanCollide = false
- end
- end
- if morph["Belt"] then
- local g = morph["Belt"]:clone()
- g.Parent = char
- local C = g:GetChildren()
- for i=1, #C do
- if C[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then
- local W = Instance.new("Weld")
- W.Part0 = g.Middle
- W.Part1 = C[i]
- local CJ = CFrame.new(g.Middle.Position)
- local C0 = g.Middle.CFrame:inverse()*CJ
- local C1 = C[i].CFrame:inverse()*CJ
- W.C0 = C0
- W.C1 = C1
- W.Parent = g.Middle
- end
- local Y = Instance.new("Weld")
- Y.Part0 = char["LowerTorso"]
- Y.Part1 = g.Middle
- Y.C0 = CFrame.new(0, 0, 0)
- Y.Parent = Y.Part0
- end
- local h = g:GetChildren()
- for i = 1, # h do
- if h[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then
- h[i].Anchored = false
- h[i].CanCollide = false
- end
- end
- local g = morph["Helmet"]:clone()
- g.Parent = char
- local C = g:GetChildren()
- for i=1, #C do
- if C[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then
- local W = Instance.new("Weld")
- W.Part0 = g.Middle
- W.Part1 = C[i]
- local CJ = CFrame.new(g.Middle.Position)
- local C0 = g.Middle.CFrame:inverse()*CJ
- local C1 = C[i].CFrame:inverse()*CJ
- W.C0 = C0
- W.C1 = C1
- W.Parent = g.Middle
- end
- local Y = Instance.new("Weld")
- Y.Part0 = char["Head"]
- Y.Part1 = g.Middle
- Y.C0 = CFrame.new(0, 0, 0)
- Y.Parent = Y.Part0
- end
- local h = g:GetChildren()
- for i = 1, # h do
- if h[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then
- h[i].Anchored = false
- h[i].CanCollide = false
- end
- end
- end
- end)
- end
- end)
Advertisement
Add Comment
Please, Sign In to add comment