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- owner.Character.Archivable = true
- local Characters = owner.Character:Clone()
- Characters.Parent = workspace
- owner.Character.Archivable = false
- function bones(limb)
- coroutine.wrap(function()
- local bone = Instance.new("Part", limb)
- bone:BreakJoints()
- bone.Massless = true
- pcall(function()
- bone:SetNetworkOwner(limb.Parent.Parent)
- end)
- local bonew = Instance.new("Weld", bone)
- bonew.Part0 = limb
- bonew.Part1 = bone
- bonew.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-limb.Size.y/4.5,0,0)
- if limb.Parent:FindFirstChildOfClass("Humanoid").RigType == Enum.HumanoidRigType.R6 then
- bone.Size = Vector3.new(limb.Size.y/1.8,limb.Size.z,limb.Size.x)
- else
- bone.Size = Vector3.new(limb.Size.y/3,limb.Size.z,limb.Size.x)
- end
- bone.Transparency = 1
- bone.Shape = "Cylinder"
- end)()
- end
- function kill(Character)
- coroutine.wrap(function()
- pcall(function()
- local nek = Character.Humanoid.RequiresNeck
- Character.Humanoid.RequiresNeck = false
- Character.Humanoid.PlatformStand = true
- for i,v in pairs(Character:GetDescendants()) do
- if v:IsA("Motor6D") then
- v.Enabled = false
- end
- end
- if not Character:findFirstChild("UpperTorso") then
- coroutine.wrap(function()
- local Socket = Instance.new("BallSocketConstraint")
- local a1 = Instance.new("Attachment")
- local a2 = Instance.new("Attachment")
- a1.Parent = Character["Left Arm"]
- a2.Parent = Character.Torso
- Socket.Parent = Character["Left Arm"]
- Socket.Attachment0 = a1
- Socket.Attachment1 = a2
- a1.WorldCFrame = a1.Parent.CFrame * CFrame.new(0,0.5,0)
- a2.WorldCFrame = a2.Parent.CFrame * CFrame.new(-1.5,0.5,0)
- Socket.LimitsEnabled = true
- local Socket = Instance.new("BallSocketConstraint")
- local a1 = Instance.new("Attachment")
- local a2 = Instance.new("Attachment")
- a1.Parent = Character["Left Leg"]
- a2.Parent = Character.Torso
- Socket.Parent = Character["Left Leg"]
- Socket.Attachment0 = a1
- Socket.Attachment1 = a2
- a1.WorldCFrame = a1.Parent.CFrame * CFrame.new(0,0.5,0)
- a2.WorldCFrame = a2.Parent.CFrame * CFrame.new(-0.5,-1.5,0)
- Socket.LimitsEnabled = true
- local Socket = Instance.new("BallSocketConstraint")
- local a1 = Instance.new("Attachment")
- local a2 = Instance.new("Attachment")
- a1.Parent = Character["Right Leg"]
- a2.Parent = Character.Torso
- Socket.Parent = Character["Right Leg"]
- Socket.Attachment0 = a1
- Socket.Attachment1 = a2
- Socket.LimitsEnabled = true
- a1.WorldCFrame = a1.Parent.CFrame * CFrame.new(0,0.5,0)
- a2.WorldCFrame = a2.Parent.CFrame * CFrame.new(0.5,-1.5,0)
- local Socket = Instance.new("BallSocketConstraint")
- local a1 = Instance.new("Attachment")
- local a2 = Instance.new("Attachment")
- a1.Parent = Character.HumanoidRootPart
- a2.Parent = Character.Torso
- Socket.Parent = Character.HumanoidRootPart
- Socket.Attachment0 = a1
- Socket.Attachment1 = a2
- a1.WorldCFrame = a1.Parent.CFrame
- a2.WorldCFrame = a1.Parent.CFrame
- Socket.LimitsEnabled = true
- local Socket = Instance.new("BallSocketConstraint")
- local a1 = Instance.new("Attachment")
- local a2 = Instance.new("Attachment")
- a1.Parent = Character.Head
- a2.Parent = Character.Torso
- Socket.Parent = Character.Head
- Socket.Attachment0 = a1
- Socket.Attachment1 = a2
- a1.WorldCFrame = a1.Parent.CFrame * CFrame.new(0,-0.5,0)
- a2.WorldCFrame = a2.Parent.CFrame * CFrame.new(0,1.0625,0)
- Socket.TwistLimitsEnabled = true
- Socket.LimitsEnabled = true
- local Socket = Instance.new("BallSocketConstraint")
- local a1 = Instance.new("Attachment")
- local a2 = Instance.new("Attachment")
- a1.Parent = Character["Right Arm"]
- a2.Parent = Character.Torso
- Socket.Parent = Character["Right Arm"]
- Socket.Attachment0 = a1
- Socket.Attachment1 = a2
- a1.WorldCFrame = a1.Parent.CFrame * CFrame.new(0,0.5,0)
- a2.WorldCFrame = a2.Parent.CFrame * CFrame.new(1.5,0.5,0)
- Socket.LimitsEnabled = true
- end)()
- coroutine.wrap(function()
- local ch = Character
- bones(ch["Left Arm"])
- bones(ch["Right Arm"])
- bones(ch["Left Leg"])
- bones(ch["Right Leg"])
- bones(ch.Head)
- end)()
- else
- coroutine.wrap(function()
- local ch = Character
- bones(ch.LeftUpperArm)
- bones(ch.LeftLowerArm)
- bones(ch.RightUpperArm)
- bones(ch.RightLowerArm)
- bones(ch.LeftUpperLeg)
- bones(ch.LeftLowerLeg)
- bones(ch.RightUpperLeg)
- bones(ch.RightLowerLeg)
- bones(ch.Head)
- end)()
- for i,v in pairs(Character:GetDescendants()) do
- if v:IsA("Motor6D") and v.Parent.Name ~= "HumanoidRootPart" then
- local Socket = Instance.new("BallSocketConstraint")
- local a1 = Instance.new("Attachment")
- local a2 = Instance.new("Attachment")
- a1.Parent = v.Part0
- a2.Parent = v.Part1
- Socket.Parent = v.Parent
- Socket.Attachment0 = a1
- Socket.Attachment1 = a2
- a1.CFrame = v.C0
- a2.CFrame = v.C1
- Socket.LimitsEnabled = true
- Socket.TwistLimitsEnabled = true
- end
- end
- end
- end)
- end)()
- end
- kill(Characters)
- headshotids = {6837727169, 6837727725, 6837726415,6837724677,6837689373,6837725727}
- local bodyhit = Instance.new("Sound", Characters.Head)
- bodyhit.SoundId = "rbxassetid://220025741"
- bodyhit.Volume = 2
- coroutine.wrap(function()
- while true do
- while Characters.Head.Velocity.y >= -10 do
- task.wait()
- end
- while Characters.Head.Velocity.y < -10 do
- task.wait()
- end
- local rand = math.random(1,#headshotids)
- bodyhit.SoundId = "rbxassetid://"..headshotids[rand]
- bodyhit.TimePosition = 0.2
- bodyhit:Play()
- bodyhit.Ended:Wait(0.0625)
- end
- end)()
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