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- HumanDied = false for i,v in next, game:GetService("Players").LocalPlayer.Character:GetDescendants() do if v:IsA("BasePart") then _G.netless=game:GetService("RunService").Heartbeat:connect(function() v.AssemblyLinearVelocity = Vector3.new(-30,0,0) sethiddenproperty(game.Players.LocalPlayer,"MaximumSimulationRadius",math.huge) sethiddenproperty(game.Players.LocalPlayer,"SimulationRadius",999999999) end) end end local plr = game.Players.LocalPlayer local char = plr.Character local srv = game:GetService('RunService') local ct = {} char.Archivable = true local reanim = char:Clone() reanim.Name = 'Nexo '..plr.Name..'' fl=Instance.new('Folder',char) fl.Name ='Nexo' reanim.Animate.Disabled=true char.HumanoidRootPart:Destroy() char.Humanoid:ChangeState(16) for i,v in next, char.Humanoid:GetPlayingAnimationTracks() do v:Stop() end char.Animate:Remove() function create(part, parent, p, r) Instance.new("Attachment",part) Instance.new("AlignPosition",part) Instance.new("AlignOrientation",part) Instance.new("Attachment",parent) part.Attachment.Name = part.Name parent.Attachment.Name = part.Name part.AlignPosition.Attachment0 = part[part.Name] part.AlignOrientation.Attachment0 = part[part.Name] part.AlignPosition.Attachment1 = parent[part.Name] part.AlignOrientation.Attachment1 = parent[part.Name] parent[part.Name].Position = p or Vector3.new() part[part.Name].Orientation = r or Vector3.new() part.AlignPosition.MaxForce = 999999999 part.AlignPosition.MaxVelocity = math.huge part.AlignPosition.ReactionForceEnabled = false part.AlignPosition.Responsiveness = math.huge part.AlignOrientation.Responsiveness = math.huge part.AlignPosition.RigidityEnabled = false part.AlignOrientation.MaxTorque = 999999999 end for i,v in next, char:GetDescendants() do if v:IsA('Accessory') then v.Handle:BreakJoints() create(v.Handle,reanim[v.Name].Handle) end end char.Torso['Left Shoulder']:Destroy() char.Torso['Right Shoulder']:Destroy() char.Torso['Left Hip']:Destroy() char.Torso['Right Hip']:Destroy() create(char['Torso'],reanim['Torso']) create(char['Left Arm'],reanim['Left Arm']) create(char['Right Arm'],reanim['Right Arm']) create(char['Left Leg'],reanim['Left Leg']) create(char['Right Leg'],reanim['Right Leg']) for i,v in next, reanim:GetDescendants() do if v:IsA('BasePart') or v:IsA('Decal') then v.Transparency = 1 end end reanim.Parent = fl for i,v in next, reanim:GetDescendants() do if v:IsA('BasePart') then table.insert(ct,srv.RenderStepped:Connect(function() v.CanCollide = false end)) end end for i,v in next, char:GetDescendants() do if v:IsA('BasePart') then table.insert(ct,srv.RenderStepped:Connect(function() v.CanCollide = false end)) end end for i,v in next, reanim:GetDescendants() do if v:IsA('BasePart') then table.insert(ct,srv.Stepped:Connect(function() v.CanCollide = false end)) end end for i,v in next, char:GetDescendants() do if v:IsA('BasePart') then table.insert(ct,srv.Stepped:Connect(function() v.CanCollide = false end)) end end table.insert(ct,reanim.Humanoid.Died:Connect(function() plr.Character = char char:BreakJoints() reanim:Destroy() game.Players:Chat('-gr') _G.netless:Disconnect() HumanDied = true for _,v in pairs(ct) do v:Disconnect() end end)) plr.Character = reanim workspace.CurrentCamera.CameraSubject = reanim.Humanoid
- local uis = game:GetService("UserInputService")
- local player = game:GetService("Players").LocalPlayer
- local char = player.Character
- local root = char.HumanoidRootPart
- local lastPos = root.Position
- local function Align(part0, part1, cf0, cf1)
- cf0 = cf0 or CFrame.new()
- cf1 = cf1 or CFrame.new()
- local att0 = Instance.new("Attachment", part0)
- att0.CFrame = cf0
- local att1 = Instance.new("Attachment", part1)
- att1.CFrame = cf1
- local AlignPos = Instance.new("AlignPosition", part0)
- AlignPos.Parent.CanCollide = false
- AlignPos.ApplyAtCenterOfMass = true
- AlignPos.MaxForce = 67752
- AlignPos.MaxVelocity = math.huge/9e110
- AlignPos.ReactionForceEnabled = false
- AlignPos.Responsiveness = 200
- AlignPos.RigidityEnabled = false
- AlignPos.Attachment0 = att0
- AlignPos.Attachment1 = att1
- local AO = Instance.new("AlignOrientation", part0)
- AO.Attachment0 = att0
- AO.Attachment1 = att1
- AO.ReactionTorqueEnabled = false
- AO.PrimaryAxisOnly = false
- AO.MaxTorque = 9999999
- AO.MaxAngularVelocity = math.huge
- AO.Responsiveness = 200
- part0.CanCollide = false
- part0:BreakJoints()
- return setmetatable({}, {
- __index = function(self, index)
- if index == "C0" then
- return att0.CFrame * cf0:Inverse()
- end
- if index == "C1" then
- return att1.CFrame * cf1:Inverse()
- end
- end,
- __newindex = function(self, key, value)
- if key == "C0" then
- att0.CFrame = cf0 * value
- end
- if key == "C1" then
- att1.CFrame = cf1 * value
- end
- end,
- })
- end
- char:PivotTo(char:GetPivot() * CFrame.new(0, -20, 0))
- root.Anchored = true
- wait()
- local model = Instance.new("Model", workspace)
- local torso = Instance.new("Part", model)
- torso.Name = "HumanoidRootPart"
- torso.Size = Vector3.new(2, 2, 1)
- torso.Position = lastPos + Vector3.new(0, 3, 0)
- torso.CanCollide = false
- torso.Transparency = 0.9
- local hum = Instance.new("Humanoid", model)
- hum.HipHeight = 2
- hum.AutoJumpEnabled = false
- player.Character = model
- workspace.CurrentCamera.CameraSubject = hum
- local arm1 = Align(char["Left Arm"], torso, nil, CFrame.new(0, -2.5, 0) * CFrame.Angles(math.rad(90), 0, 0))
- local arm2 = Align(char["Right Arm"], char["Left Arm"], nil, CFrame.new(0, 2, 0))
- local arm3 = Align(char["Left Leg"], char["Right Arm"], nil, CFrame.new(0, 2, 0))
- local arm4 = Align(char["Right Leg"], char["Left Leg"], nil, CFrame.new(0, 2, 0))
- repeat wait() until not char:IsDescendantOf(workspace)
- model:Destroy()
- while true do
- if not char:IsDescendantOf(workspace) then
- model:Destroy()
- break
- end
- torso.CanCollide = false
- end
- --[[while true do
- if not char:IsDescendantOf(workspace) then
- model:Destroy()
- break
- end
- local rad = math.sin(tick()) * math.rad(90)
- arm2.C1 = CFrame.new(math.sin(tick()) * 2, math.min(math.cos(tick()), 0) * 0.5, 0) * CFrame.Angles(0, 0, rad)
- game:GetService("RunService").Heartbeat:Wait()
- end
- ]]
- --[[local hb; hb = game:GetService("RunService").Heartbeat:Connect(function()
- if not char.Parent then hb:Disconnect() model:Destroy() return end
- local point = torso.CFrame * CFrame.Angles(math.rad(90), 0, 0)
- arm1.CFrame = point
- arm2.CFrame = point * CFrame.new(0,2,0)
- arm3.CFrame = point * CFrame.new(0,4,0)
- arm4.CFrame = point * CFrame.new(0,6,0)
- end)]]
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