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- local hidehead = 0 -- Transparency If you don't like your head visible
- --load
- if not game['Loaded'] or not game:GetService('Players')['LocalPlayer'] then
- game['Loaded']:Wait();
- game:WaitForChild(game:GetService('Players'));
- game:GetService('Players'):WaitForChild(game:GetService('Players').LocalPlayer.Name)
- end
- --end
- wait()
- repeat game:GetService("RunService").Stepped:Wait() until not game:GetService("Players").LocalPlayer.Character:FindFirstChild("ForceField")
- wait()
- game.Players.LocalPlayer.Character.Head.Neck:Destroy()
- game.Players.LocalPlayer.Character.Head.face:Destroy()
- game.Players.LocalPlayer.Character.Head.Transparency = hidehead
- game.Players.LocalPlayer.Character.Head.CanCollide = false
- game.Players.LocalPlayer.Character.Head.NeckRigAttachment.CFrame = CFrame.new(0, 0.6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
- for i,v in pairs(game.Players.LocalPlayer.Character:GetChildren()) do
- if v:IsA("Accessory") or v:IsA("Hat") then
- v.Handle.AccessoryWeld:Destroy()
- end
- end
- --MAKE HEAD STUCK
- l = Instance.new("Attachment",game.Players.LocalPlayer.Character.Head)
- ll = Instance.new("Attachment",game.Players.LocalPlayer.Character.UpperTorso)
- o = Instance.new("AlignOrientation",l)
- o.Attachment0 = l
- o.Attachment1 = ll
- o.ReactionTorqueEnabled = true
- o.PrimaryAxisOnly = false
- o.MaxTorque = 9999999
- o.MaxAngularVelocity = math.huge
- o.Responsiveness = 200
- --end1
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