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- local tabs={}
- local glen=game.Workspace.Glen
- local centerX=glen.Torso.CFrame.X
- local centerY=0
- local centerZ=glen.Torso.CFrame.Z
- local radius=5
- local angle=0
- local speed=0.05
- local function newPart()
- local part=Instance.new("Part",workspace)
- table.insert(tabs,part)
- local rand=math.random(1,#tabs)
- part.Name="Part: "..rand
- part.Size=Vector3.new(2,2,2)
- part.Anchored=true
- part.CFrame=glen.Torso.CFrame*CFrame.new(0,15,0)
- end
- coroutine.wrap(function()
- while wait() do
- for i,v in next,tabs do
- local radius=radius+math.floor(1.5*i)
- local x=centerX+math.cos(angle+math.floor(1.5*i))*radius;
- local z=centerZ+math.sin(angle+math.floor(1.5*i))*radius;
- if i==1 then
- angle=angle+speed
- else
- angle=angle+(0.001)*speed
- end
- v.CFrame=glen.Torso.CFrame*CFrame.new(x,centerY,z)
- end
- end
- end)()
- newPart()
- wait()
- newPart()
- wait()
- newPart()
- wait()
- newPart()
- wait()
- newPart()
- wait()
- newPart()
- wait()
- newPart()
- wait()
- newPart()
- wait()
- newPart()
- wait()
- newPart()
- wait()
- newPart()
- wait()
- newPart()
- wait()
- newPart()
- wait()
- newPart()
- wait()
- newPart()
- wait()
- newPart()
- wait()
- newPart()
- wait()
- newPart()
- wait()
- newPart()
- wait()
- newPart()
- wait()
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