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- --made by Vidal#5057
- --Remake Fe Extendo ( but not the best :c )
- function noplsmesh(hat)
- for i,v in next, workspace[game.Players.LocalPlayer.Name][hat]:GetDescendants() do
- if v:IsA('Mesh') or v:IsA('SpecialMesh') then
- v:Remove()
- end
- end
- end
- local character = game.Players.LocalPlayer.Character
- local mode = 1
- game:GetService('RunService').Heartbeat:Connect(function()
- for i,v in pairs(character:GetChildren()) do
- if v:IsA("BasePart") then
- v.Velocity = Vector3.new(30,0,0)
- v.CFrame = v.CFrame
- end
- end
- end)
- game:GetService('RunService').Heartbeat:Connect(function()
- for i,v in pairs(character.Humanoid:GetAccessories()) do
- if not v.Handle:FindFirstChild("AccessoryWeld") then
- v.Handle.Velocity = Vector3.new(0,35,0)
- end
- end
- end)
- sethiddenproperty(game.Players.LocalPlayer,"MaximumSimulationRadius",math.huge)
- sethiddenproperty(game.Players.LocalPlayer,"SimulationRadius",99999999999999999999)
- -- // Uses Mizt's bypass \\ --
- Bypass = "death"
- loadstring(game:GetObjects("rbxassetid://5325226148")[1].Source)()
- e = Instance.new("BodyVelocity",game.Players.LocalPlayer.Character.HumanoidRootPart)
- e.Velocity = Vector3.new(0,-27.5,0)
- e.P = math.huge
- e.MaxForce = Vector3.new(0,3000,0)
- local playerss = workspace.non
- local IsDead = false
- local StateMover = true
- local bbv,bullet
- if Bypass == "death" then
- bullet = game.Players.LocalPlayer.Character["HumanoidRootPart"]
- bullet.Transparency = 1
- bullet.Massless = true
- if bullet:FindFirstChildOfClass("Attachment") then
- for _,v in pairs(bullet:GetChildren()) do
- if v:IsA("Attachment") then
- v:Destroy()
- end
- end
- end
- bbv = Instance.new("BodyPosition",bullet)
- bbv.Position = playerss["Right Arm"].CFrame.p
- end
- if Bypass == "death" then
- coroutine.wrap(function()
- while true do
- if not playerss or not playerss:FindFirstChildOfClass("Humanoid") or playerss:FindFirstChildOfClass("Humanoid").Health <= 0 then IsDead = true; return end
- if StateMover then
- bbv.Position = playerss["Torso"].CFrame.p
- bullet.Position = playerss["Torso"].CFrame.p
- end
- game:GetService("RunService").RenderStepped:wait()
- end
- end)()
- end
- bbav = Instance.new("BodyAngularVelocity",bullet)
- bbav.MaxTorque = Vector3.new(math.huge,math.huge,math.huge)
- bbav.P = 100000000000000000000000000000
- bbav.AngularVelocity = Vector3.new(10000000000000000000000000000000,100000000000000000000000000,100000000000000000)
- local Highlight = Instance.new("SelectionBox")
- Highlight.Adornee = game.Players.LocalPlayer.Character["HumanoidRootPart"]
- Highlight.LineThickness=0.05
- Highlight.Color3 = Color3.fromRGB(30,255,30)
- Highlight.Parent = game.Players.LocalPlayer.Character["HumanoidRootPart"]
- Highlight.Name = "RAINBOW"
- hrp = Highlight
- spawn(function()
- while true do
- srv.Stepped:Wait()
- if ded then break end
- hrp.Color3 = Color3.new(255/255,0/255,0/255)
- for i = 0,255,10 do
- wait()
- hrp.Color3 = Color3.new(255/255,i/255,0/255)
- end
- for i = 255,0,-10 do
- wait()
- hrp.Color3 = Color3.new(i/255,255/255,0/255)
- end
- for i = 0,255,10 do
- wait()
- hrp.Color3 = Color3.new(0/255,255/255,i/255)
- end
- for i = 255,0,-10 do
- wait()
- hrp.Color3 = Color3.new(0/255,i/255,255/255)
- end
- for i = 0,255,10 do
- wait()
- hrp.Color3 = Color3.new(i/255,0/255,255/255)
- end
- for i = 255,0,-10 do
- wait()
- hrp.Color3 = Color3.new(255/255,0/255,i/255)
- end
- end
- end)
- IT = Instance.new
- CF = CFrame.new
- VT = Vector3.new
- RAD = math.rad
- C3 = Color3.new
- UD2 = UDim2.new
- BRICKC = BrickColor.new
- ANGLES = CFrame.Angles
- EULER = CFrame.fromEulerAnglesXYZ
- COS = math.cos
- ACOS = math.acos
- SIN = math.sin
- ASIN = math.asin
- ABS = math.abs
- MRANDOM = math.random
- FLOOR = math.floor
- speed = 1
- sine = 1
- srv = game:GetService('RunService')
- reanim = playerss
- function hatset(yes,part,c1,c0,nm)
- reanim[yes].Handle.AccessoryWeld.Part1=reanim[part]
- reanim[yes].Handle.AccessoryWeld.C1=c1 or CFrame.new()
- reanim[yes].Handle.AccessoryWeld.C0=c0 or CFrame.new()
- if nm==true then
- noplsmesh(yes)
- end
- end
- --put the hat script converted here do not put it in loop or it will make ur camera bugged.
- hatset('Hat1','Left Leg',CFrame.new(),reanim['Hat1'].Handle.AccessoryWeld.C0:Lerp(CF(0.5+0*math.cos(sine/13),-0.15+0*math.cos(sine/13),2+0*math.cos(sine/13))*ANGLES(RAD(100+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(-25+0*math.cos(sine/13))),1),true)
- hatset('Pink Hair','Right Leg',CFrame.new(),reanim['Pink Hair'].Handle.AccessoryWeld.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-0.15+0*math.cos(sine/13),2+0*math.cos(sine/13))*ANGLES(RAD(100+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(25+0*math.cos(sine/13))),1),true)
- hatset('LavanderHair','Right Arm',CFrame.new(),reanim['LavanderHair'].Handle.AccessoryWeld.C0:Lerp(CF(-0.5+0*math.cos(sine/13),0.3+0*math.cos(sine/13),1.8+0*math.cos(sine/13))*ANGLES(RAD(75+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(35+0*math.cos(sine/13))),1),true)
- hatset('Kate Hair','Left Arm',CFrame.new(),reanim['Kate Hair'].Handle.AccessoryWeld.C0:Lerp(CF(0.5+0*math.cos(sine/13),0.3+0*math.cos(sine/13),1.8+0*math.cos(sine/13))*ANGLES(RAD(75+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(-35+0*math.cos(sine/13))),1),true)
- RJ = reanim.HumanoidRootPart.RootJoint
- RS = reanim.Torso['Right Shoulder']
- LS = reanim.Torso['Left Shoulder']
- RH = reanim.Torso['Right Hip']
- LH = reanim.Torso['Left Hip']
- Root = reanim.HumanoidRootPart
- NECK = reanim.Torso.Neck
- NECK.C0 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- NECK.C1 = CF(0,-0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- RJ.C1 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- RJ.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- RS.C1 = CF(0,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- LS.C1 = CF(0,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- RH.C1 = CF(0.5,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- LH.C1 = CF(-0.5,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- RH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- LH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- RS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- LS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- coroutine.wrap(function()
- while true do -- anim changer
- if HumanDied then break end
- sine = sine + speed
- local rlegray = Ray.new(reanim["Right Leg"].Position + Vector3.new(0, 0.5, 0), Vector3.new(0, -2, 0))
- local rlegpart, rlegendPoint = workspace:FindPartOnRay(rlegray, char)
- local llegray = Ray.new(reanim["Left Leg"].Position + Vector3.new(0, 0.5, 0), Vector3.new(0, -2, 0))
- local llegpart, llegendPoint = workspace:FindPartOnRay(llegray, char)
- local rightvector = (Root.Velocity * Root.CFrame.rightVector).X + (Root.Velocity * Root.CFrame.rightVector).Z
- local lookvector = (Root.Velocity * Root.CFrame.lookVector).X + (Root.Velocity * Root.CFrame.lookVector).Z
- if lookvector > reanim.Humanoid.WalkSpeed then
- lookvector = reanim.Humanoid.WalkSpeed
- end
- if lookvector < -reanim.Humanoid.WalkSpeed then
- lookvector = -reanim.Humanoid.WalkSpeed
- end
- if rightvector > reanim.Humanoid.WalkSpeed then
- rightvector = reanim.Humanoid.WalkSpeed
- end
- if rightvector < -reanim.Humanoid.WalkSpeed then
- rightvector = -reanim.Humanoid.WalkSpeed
- end
- local lookvel = lookvector / reanim.Humanoid.WalkSpeed
- local rightvel = rightvector / reanim.Humanoid.WalkSpeed
- if Root.Velocity.y > 1 then -- jump
- --jump clerp here
- elseif Root.Velocity.y < -1 then -- fall
- --fall clerp here
- elseif Root.Velocity.Magnitude < 2 then -- idle
- --idle clerp here
- reanim['Hat1'].Handle.AccessoryWeld.C0 = reanim['Hat1'].Handle.AccessoryWeld.C0:Lerp(CF(0.5+0*math.cos(sine/13),-0.15+0*math.cos(sine/13),2+0*math.cos(sine/13))*ANGLES(RAD(100+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(-25+0*math.cos(sine/13))),1)
- reanim['Pink Hair'].Handle.AccessoryWeld.C0 = reanim['Pink Hair'].Handle.AccessoryWeld.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-0.15+0*math.cos(sine/13),2+0*math.cos(sine/13))*ANGLES(RAD(100+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(25+0*math.cos(sine/13))),1)
- reanim['LavanderHair'].Handle.AccessoryWeld.C0 = reanim['LavanderHair'].Handle.AccessoryWeld.C0:Lerp(CF(-0.5+0*math.cos(sine/13),0.3+0*math.cos(sine/13),1.8+0*math.cos(sine/13))*ANGLES(RAD(75+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(35+0*math.cos(sine/13))),1)
- reanim['Kate Hair'].Handle.AccessoryWeld.C0 = reanim['Kate Hair'].Handle.AccessoryWeld.C0:Lerp(CF(0.5+0*math.cos(sine/13),0.3+0*math.cos(sine/13),1.8+0*math.cos(sine/13))*ANGLES(RAD(75+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(-35+0*math.cos(sine/13))),1)
- NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/18),2+0*math.cos(sine/18),0+0*math.cos(sine/18))*ANGLES(RAD(-15+0*math.cos(sine/18)),RAD(0+0*math.cos(sine/18)),RAD(0+0*math.cos(sine/18))),.3)
- RS.C0 = RS.C0:Lerp(CF(1.5+0*math.cos(sine/18),0.6+0*math.cos(sine/18),0+0*math.cos(sine/18))*ANGLES(RAD(25+0*math.cos(sine/18)),RAD(0+0*math.cos(sine/18)),RAD(45+8*math.cos(sine/18))),.3)
- LS.C0 = LS.C0:Lerp(CF(-1.5+0*math.cos(sine/18),0.6+0*math.cos(sine/18),0+0*math.cos(sine/18))*ANGLES(RAD(25+0*math.cos(sine/18)),RAD(0+0*math.cos(sine/18)),RAD(-45+-8*math.cos(sine/18))),.3)
- RH.C0 = RH.C0:Lerp(CF(1+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(25+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(35+0*math.cos(sine/13))),.3)
- LH.C0 = LH.C0:Lerp(CF(-1+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(25+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(-35+0*math.cos(sine/13))),.3)
- elseif Root.Velocity.Magnitude < 20 then -- walk
- --walk clerp here
- reanim['Hat1'].Handle.AccessoryWeld.C0 = reanim['Hat1'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),-0.5+0*math.cos(sine/13),2+0*math.cos(sine/13))*ANGLES(RAD(115+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- reanim['Pink Hair'].Handle.AccessoryWeld.C0 = reanim['Pink Hair'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),-0.5+0*math.cos(sine/13),2+0*math.cos(sine/13))*ANGLES(RAD(115+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- reanim['LavanderHair'].Handle.AccessoryWeld.C0 = reanim['LavanderHair'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0.5+0*math.cos(sine/13),2+0*math.cos(sine/13))*ANGLES(RAD(65+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- reanim['Kate Hair'].Handle.AccessoryWeld.C0 = reanim['Kate Hair'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0.5+0*math.cos(sine/13),2+0*math.cos(sine/13))*ANGLES(RAD(65+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),2+0.01*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- RS.C0 = RS.C0:Lerp(CF(1.5+0*math.cos(sine/13),0.5+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+-35*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- LS.C0 = LS.C0:Lerp(CF(-1.5+0*math.cos(sine/13),0.5+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+35*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- RH.C0 = RH.C0:Lerp(CF(1+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+35*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- LH.C0 = LH.C0:Lerp(CF(-1+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+-35*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- elseif Root.Velocity.Magnitude > 20 then -- run
- --run clerp here
- end
- srv.RenderStepped:Wait()
- end
- end)()
- --Created using Nexo Animator :D
- --Me pican los cocos
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