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- 1. local humanoid = script.Parent:WaitForChild('Humanoid')
- humanoid.BreakJointsOnDeath = false
- humanoid.Died:Connect(function()
- for index,joint in pairs(script.Parent:GetDescendants()) do
- if joint:IsA ('Motor6D') then
- local socket = Instance.new('BallSocketConstraint')
- local a1 = Instance.new('Attachment')
- local a2 = Instance.new('Attachment')
- a1.Parent = joint.Part0
- a2.Parent = joint.Part1
- socket.Parent = joint.Parent
- socket.Attachment0 = a1
- socket.Attachment1 = a2
- a1.CFrame = joint.C0
- a2.CFrame = joint.C1
- socket.LimitsEnabled = true
- socket.TwistLimitsEnabled = true
- joint:Destroy()
- end
- end
- end)
- 2. local humanoid = script.Parent:WaitForChild('Humanoid')
- humanoid.BreakJointsOnDeath = false
- humanoid.Died:Connect(function()
- for index,joint in pairs(script.Parent:GetDescendants()) do
- if joint:IsA ('Motor6D') then
- local socket = Instance.new('BallSocketConstraint')
- local a1 = Instance.new('Attachment')
- local a2 = Instance.new('Attachment')
- a1.Parent = joint.Part0
- a2.Parent = joint.Part1
- socket.Parent = joint.Parent
- socket.Attachment0 = a1
- socket.Attachment1 = a2
- a1.CFrame = joint.C0
- a2.CFrame = joint.C1
- socket.LimitsEnabled = true
- socket.TwistLimitsEnabled = true
- joint:Destroy('Joints')
- attachment1 = a1
- attachment2 = a2
- a1 = player.Joints = Attachment1
- a2 = player.Joints = attachment2
- part.players = joints
- socket.Joints = a1
- socket.Joints = a2
- a1 = a2
- humanoid = a1.a2
- end
- end
- end)
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