Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Bypass = "death"
- loadstring(game:GetObjects("rbxassetid://5325226148")[1].Source)()
- -----OPTIONS
- --local ToolName = "MeshPartAccessory" ----- the hats name on explorer/dex (not name in catalog)
- local NoSound = true ----- sound or no sound (Background Music)
- local OldModel = false ----- Use Old Model or your accessory
- local IsDead = false
- local StateMover = true
- local playerss = workspace.non
- 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.Torso.CFrame.p
- end
- playerss.Torso.WaistBackAttachment.Position = Vector3.new(-0, -0, 0.6)
- playerss.Torso.WaistBackAttachment.Orientation = Vector3.new(-4.16, -179.28, 99.8)
- 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
- local CDDF = {}
- local DamageFling = function(DmgPer)
- if IsDead or Bypass ~= "death" or (DmgPer.Name == playerss.Name and DmgPer.Name == "non") or CDDF[DmgPer] or not DmgPer or not DmgPer:FindFirstChildOfClass("Humanoid") or DmgPer:FindFirstChildOfClass("Humanoid").Health <= 0 then return end
- CDDF[DmgPer] = true; StateMover = false
- local PosFling = (DmgPer:FindFirstChild("HumanoidRootPart") and DmgPer:FindFirstChild("HumanoidRootPart") .CFrame.p) or (DmgPer:FindFirstChildOfClass("Part") and DmgPer:FindFirstChildOfClass("Part").CFrame.p)
- bbav = Instance.new("BodyAngularVelocity",bullet)
- bbav.MaxTorque = Vector3.new(math.huge,math.huge,math.huge)
- bbav.P = 1000000000000000000000000000
- bbav.AngularVelocity = Vector3.new(10000000000000000000000000000000,100000000000000000000000000,100000000000000000)
- game:GetService("Debris"):AddItem(bbav,0.1)
- bullet.Rotation = playerss.Torso.Rotation
- for _=1,15 do
- bbv.Position = PosFling
- bullet.Position = PosFling
- wait(0.03)
- end
- bbv.Position = playerss.Torso.CFrame.p
- bullet.Position = playerss.Torso.CFrame.p
- CDDF[DmgPer] = false; StateMover = true
- end
- player = game.Players.LocalPlayer
- char = workspace.non
- punching = false
- Weld0 = Instance.new("Weld")
- Weld1 = Instance.new("Weld")
- Weld2 = Instance.new("Weld")
- Weld3 = Instance.new("Weld")
- Weld0.Name = "idle1"
- Weld0.Parent = char
- a = CFrame.new(1.20000005, 0.5, -0.5, 0.298836231, 0.640856385, -0.707106769, -0.85216552, -0.154317647, -0.49999997, -0.42954725, 0.75199008, 0.49999997)
- b = CFrame.new(-1.20000005, 0.5, -0.5, 0.298836231, -0.640856385, 0.707106769, 0.85216552, -0.154317647, -0.49999997, 0.42954725, 0.75199008, 0.49999997)
- Weld0.C0 = CFrame.new(1.20000005, 0.5, -0.5, 0.298836231, 0.640856385, -0.707106769, -0.85216552, -0.154317647, -0.49999997, -0.42954725, 0.75199008, 0.49999997)
- Weld1.Name = "idle2"
- Weld1.Parent = char
- Weld1.C0 = CFrame.new(-1.20000005, 0.5, -0.5, 0.298836231, -0.640856385, 0.707106769, 0.85216552, -0.154317647, -0.49999997, 0.42954725, 0.75199008, 0.49999997)
- Weld2.Name = "swing1"
- Weld2.Parent = char
- Weld2.C0 = CFrame.new(1.20000005, 1, -1, 0.298836231, 0.640856385, -0.707106769, -0.298836201, -0.640856385, -0.707106769, -0.906307817, 0.42261821, -3.09086197e-08)
- Weld3.Name = "swing2"
- Weld3.Parent = char
- Weld3.C0 = CFrame.new(-1.20000005, 1, -1, 0.298836231, -0.640856385, 0.707106769, 0.298836201, -0.640856385, -0.707106769, 0.906307817, 0.42261821, -3.09086197e-08)
- punchcooldown = false
- lastarm = Weld0
- Weld0.Part0 = char.Torso
- Weld0.Part1 = char["Right Arm"]
- Weld1.Part0 = char.Torso
- Weld1.Part1 = char["Left Arm"]
- punchcooldownnumber = 0.1
- game:GetService("RunService").Stepped:Connect(function()
- if punching == true then
- if armtopunch == char["Right Arm"] then
- Weld0.C0 = Weld0.C0:lerp(Weld2.C0,0.25)
- else
- Weld1.C0 = Weld1.C0:lerp(Weld3.C0,0.25)
- end
- else
- Weld1.C0 = Weld1.C0:lerp(b,0.25)
- Weld0.C0 = Weld0.C0:lerp(a,0.25)
- end
- end)
- armtopunch = char["Right Arm"]
- larmpunching = false
- rarmpunching = false
- function punch()
- if punchcooldown == false then
- punchcooldown = true
- punching = true
- if armtopunch == char["Right Arm"] then
- armtopunch = char["Left Arm"]
- else
- armtopunch = char["Right Arm"]
- end
- wait(0.2)
- punching = false
- wait(punchcooldownnumber)
- punchcooldown = false
- end
- end
- mouse = player:GetMouse()
- mouse.Button1Down:Connect(function()
- punch()
- end)
- char["Left Arm"].Touched:Connect(function(hit)
- if armtopunch == char["Left Arm"] then
- DamageFling(hit.Parent)
- end
- end)
- char["Right Arm"].Touched:Connect(function(hit)
- if armtopunch == char["Left Arm"] then
- DamageFling(hit.Parent)
- end
- end)
- function ragdoll(noob)
- local dead = Instance.new("VelocityMotor",noob)
- dead.Name = "Ragdolled"
- local socket = Instance.new("BallSocketConstraint",noob.Head)
- local acth1 = Instance.new("Attachment",noob.Head)
- acth1.Position = Vector3.new(0,-0.5,0)
- local acth2 = Instance.new("Attachment",noob.Torso)
- acth2.Position = Vector3.new(0,1,0)
- socket.Attachment0 = acth1
- socket.Attachment1 = acth2
- local socket2 = Instance.new("BallSocketConstraint",noob["Right Arm"])
- local acth3 = Instance.new("Attachment",noob["Right Arm"])
- acth3.Position = Vector3.new(0,0.5,0)
- local acth4 = Instance.new("Attachment",noob.Torso)
- acth4.Position = Vector3.new(1.5,0.5,0)
- socket2.Attachment0 = acth3
- socket2.Attachment1 = acth4
- local socket3 = Instance.new("BallSocketConstraint",noob["Left Arm"])
- local acth5 = Instance.new("Attachment",noob["Left Arm"])
- acth5.Position = Vector3.new(0,0.5,0)
- local acth6 = Instance.new("Attachment",noob.Torso)
- acth6.Position = Vector3.new(-1.5,0.5,0)
- socket3.Attachment0 = acth5
- socket3.Attachment1 = acth6
- local socket4 = Instance.new("BallSocketConstraint",noob["Right Leg"])
- local acth7 = Instance.new("Attachment",noob["Right Leg"])
- acth7.Position = Vector3.new(0,1,0)
- local acth8 = Instance.new("Attachment",noob.Torso)
- acth8.Position = Vector3.new(0.5,-1,0)
- socket4.Attachment0 = acth7
- socket4.Attachment1 = acth8
- local socket5 = Instance.new("BallSocketConstraint",noob["Left Leg"])
- local acth9 = Instance.new("Attachment",noob["Left Leg"])
- acth9.Position = Vector3.new(0,1,0)
- local acth10 = Instance.new("Attachment",noob.Torso)
- acth10.Position = Vector3.new(-0.5,-1,0)
- socket5.Attachment0 = acth9
- socket5.Attachment1 = acth10
- end
- local head = char:WaitForChild("Head")
- local tors = char:WaitForChild("Torso")
- local huma = char:WaitForChild("Humanoid")
- local player = game.Players.LocalPlayer
- local mouse = player:GetMouse()
- local neck = Instance.new("Weld",tors)
- neck.Part0 = tors
- neck.Part1 = head
- neck.C0 = CFrame.new(0,1.5,0)
- local nek = neck.C1
- local root = char.HumanoidRootPart.RootJoint.C0
- local rs = tors["Right Shoulder"].C0
- local ls = tors["Left Shoulder"].C0
- local rh = tors["Right Hip"].C0
- local lh = tors["Left Hip"].C0
- local rootpart = char:WaitForChild("HumanoidRootPart")
- local pose = "idle"
- attacking = false
- running = false
- local toolthing = Instance.new("BoolValue",char)
- toolthing.Value = false
- toolthing.Name = "toolanim"
- function onRunning(speed)
- if speed>=10 then
- pose = "walking"
- else
- pose = "idle"
- end
- end
- function onDied()
- ragdoll(char)
- rootpart:Destroy()
- end
- huma.Died:Connect(onDied)
- huma.Running:Connect(onRunning)
- huma.Animator:Destroy()
- while game:GetService("RunService").Stepped:wait(0) do
- if attacking == false and toolthing.Value == false then
- if pose == 'idle' then
- neck.C1 = neck.C1:Lerp(nek * CFrame.new(0,0,0) * CFrame.Angles(-math.cos((time()*1.125))/5,math.rad(0),math.rad(0)),0.15)
- rootpart.RootJoint.C0 = rootpart.RootJoint.C0:Lerp(root * CFrame.new(0,0,math.cos((time()*1.125))/8) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0)),0.15)
- tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CFrame.new(0,math.cos((time()*1.125))/10,0) * CFrame.Angles(math.rad(-5),math.rad(0),math.rad(0)),0.15)
- tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CFrame.new(0,math.cos((time()*1.125))/10,0) * CFrame.Angles(math.rad(-5),math.rad(0),math.rad(0)),0.15)
- tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CFrame.new(0,-math.cos((time()*1.125))/8,0) * CFrame.Angles(math.rad(-7.5),math.rad(0),math.rad(0)),0.15)
- tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CFrame.new(-0.2,-math.cos((time()*1.125))/8,0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0)),0.15)
- elseif pose == 'walking' then
- neck.C1 = neck.C1:Lerp(nek * CFrame.new(0,0,0) * CFrame.Angles(math.cos((time()*20))/10,math.rad(0),math.rad(0)),0.15)
- rootpart.RootJoint.C0 = rootpart.RootJoint.C0:Lerp(root *CFrame.new(0,0,math.sin((time()*20))/4.5) * CFrame.Angles(math.rad(5) + math.cos((time()*20))/10,math.rad(0) - rootpart.RotVelocity.Y/75,-math.sin((time()*10))/7.5),0.15)
- tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CFrame.new(0,0,0) * CFrame.Angles(math.rad(0) + rootpart.RotVelocity.Y/75,math.rad(0),-math.sin((time()*10))/1),0.15)
- tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CFrame.new(0,0,0) * CFrame.Angles(math.rad(0) - rootpart.RotVelocity.Y/75,math.rad(0),-math.sin((time()*10))/1),0.15)
- tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CFrame.new(math.cos((time()*10))/4,math.cos((time()*10))/3,0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(-15) + math.sin((time()*10))/1.5),0.15)
- tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CFrame.new(math.cos((time()*10))/4,-math.cos((time()*10))/3,0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(15) + math.sin((time()*10))/1.5),0.15)
- end
- end
- end
- local mouse = game.Players.LocalPlayer:GetMouse()
- local running = false
- function getTool()
- for _, kid in ipairs(script.Parent:GetChildren()) do
- if kid.className == "Tool" then return kid end
- end
- return nil
- end
- mouse.KeyDown:connect(function (key) -- Run function
- key = string.lower(key)
- if string.byte(key) == 48 then
- running = true
- local keyConnection = mouse.KeyUp:connect(function (key)
- if string.byte(key) == 48 then
- running = false
- end
- end)
- for i = 1,5 do
- game.Workspace.CurrentCamera.FieldOfView = (70+(i*2))
- wait()
- end
- workspace.non.Humanoid.WalkSpeed = 30
- repeat wait () until running == false
- keyConnection:disconnect()
- workspace.non.Humanoid.WalkSpeed = 16
- for i = 1,5 do
- game.Workspace.CurrentCamera.FieldOfView = (80-(i*2))
- wait()
- end
- end
- end)
Add Comment
Please, Sign In to add comment