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- --Created with PenguinAnonymous's compiler
- --PenguinAnonymous is not responsible for damages caused to your game
- --This plugin does not remove things
- --PenguinAnonymous cannot be held resonsible for manual deletion for the purpose of testing
- --Keep in mind, any items that cause errors in compilation will be skipped and documented within the last line of the disclaimer comments
- --Thank you for using my plugin and enjoy :)
- --It is free to use
- --If you use this plugin to create your own, please give me credit
- --Z_V edited my plugin to look like his own and published it without giving me credit, and that makes me very angry
- --Errors:
- local runDummyScript = function(f,scri)
- local oldenv = getfenv(f)
- local newenv = setmetatable({}, {
- __index = function(_, k)
- if k:lower() == 'script' then
- return scri
- else
- return oldenv[k]
- end
- end
- })
- setfenv(f, newenv)
- ypcall(function() f() end)
- end
- cors = {}
- mas = Instance.new("Model",game:GetService("Lighting"))
- mas.Name = "CompiledModel"
- o1 = Instance.new("Model")
- o2 = Instance.new("Part")
- o3 = Instance.new("Part")
- o4 = Instance.new("Part")
- o5 = Instance.new("Part")
- o6 = Instance.new("Part")
- o7 = Instance.new("Part")
- o8 = Instance.new("Part")
- o9 = Instance.new("Part")
- o10 = Instance.new("Part")
- o11 = Instance.new("Part")
- o12 = Instance.new("Part")
- o13 = Instance.new("Part")
- o14 = Instance.new("Part")
- o15 = Instance.new("Part")
- o16 = Instance.new("Part")
- o17 = Instance.new("Part")
- o18 = Instance.new("TrussPart")
- o19 = Instance.new("Script")
- o20 = Instance.new("NumberValue")
- o21 = Instance.new("Script")
- o22 = Instance.new("NumberValue")
- o23 = Instance.new("TrussPart")
- o24 = Instance.new("Script")
- o25 = Instance.new("NumberValue")
- o26 = Instance.new("Script")
- o27 = Instance.new("NumberValue")
- o28 = Instance.new("Model")
- o29 = Instance.new("Part")
- o30 = Instance.new("Part")
- o31 = Instance.new("Part")
- o32 = Instance.new("Model")
- o33 = Instance.new("Part")
- o34 = Instance.new("Part")
- o35 = Instance.new("Part")
- o36 = Instance.new("TrussPart")
- o37 = Instance.new("Script")
- o38 = Instance.new("NumberValue")
- o39 = Instance.new("Script")
- o40 = Instance.new("NumberValue")
- o41 = Instance.new("TrussPart")
- o42 = Instance.new("Script")
- o43 = Instance.new("NumberValue")
- o44 = Instance.new("Script")
- o45 = Instance.new("NumberValue")
- o46 = Instance.new("Model")
- o47 = Instance.new("Part")
- o48 = Instance.new("Part")
- o49 = Instance.new("Part")
- o50 = Instance.new("Model")
- o51 = Instance.new("Part")
- o52 = Instance.new("Part")
- o53 = Instance.new("TrussPart")
- o54 = Instance.new("Script")
- o55 = Instance.new("NumberValue")
- o56 = Instance.new("Script")
- o57 = Instance.new("NumberValue")
- o58 = Instance.new("Model")
- o59 = Instance.new("Part")
- o60 = Instance.new("Part")
- o61 = Instance.new("Part")
- o62 = Instance.new("TrussPart")
- o63 = Instance.new("Script")
- o64 = Instance.new("NumberValue")
- o65 = Instance.new("Script")
- o66 = Instance.new("NumberValue")
- o67 = Instance.new("TrussPart")
- o68 = Instance.new("Script")
- o69 = Instance.new("NumberValue")
- o70 = Instance.new("Script")
- o71 = Instance.new("NumberValue")
- o72 = Instance.new("TrussPart")
- o73 = Instance.new("Script")
- o74 = Instance.new("NumberValue")
- o75 = Instance.new("Script")
- o76 = Instance.new("NumberValue")
- o77 = Instance.new("TrussPart")
- o78 = Instance.new("Script")
- o79 = Instance.new("NumberValue")
- o80 = Instance.new("Script")
- o81 = Instance.new("NumberValue")
- o82 = Instance.new("Part")
- o83 = Instance.new("Script")
- o84 = Instance.new("NumberValue")
- o85 = Instance.new("Script")
- o86 = Instance.new("NumberValue")
- o87 = Instance.new("Model")
- o88 = Instance.new("TrussPart")
- o89 = Instance.new("Part")
- o90 = Instance.new("Part")
- o91 = Instance.new("TrussPart")
- o92 = Instance.new("Part")
- o93 = Instance.new("Part")
- o94 = Instance.new("Part")
- o95 = Instance.new("Part")
- o96 = Instance.new("Part")
- o97 = Instance.new("Part")
- o98 = Instance.new("TrussPart")
- o99 = Instance.new("Script")
- o100 = Instance.new("NumberValue")
- o101 = Instance.new("Script")
- o102 = Instance.new("NumberValue")
- o103 = Instance.new("TrussPart")
- o104 = Instance.new("Script")
- o105 = Instance.new("NumberValue")
- o106 = Instance.new("Script")
- o107 = Instance.new("NumberValue")
- o108 = Instance.new("Part")
- o109 = Instance.new("Model")
- o110 = Instance.new("Part")
- o111 = Instance.new("Part")
- o112 = Instance.new("Part")
- o113 = Instance.new("Script")
- o114 = Instance.new("NumberValue")
- o115 = Instance.new("Script")
- o116 = Instance.new("NumberValue")
- o117 = Instance.new("Part")
- o118 = Instance.new("Script")
- o119 = Instance.new("NumberValue")
- o120 = Instance.new("Script")
- o121 = Instance.new("NumberValue")
- o122 = Instance.new("Part")
- o123 = Instance.new("Script")
- o124 = Instance.new("NumberValue")
- o125 = Instance.new("Script")
- o126 = Instance.new("NumberValue")
- o127 = Instance.new("Part")
- o128 = Instance.new("Script")
- o129 = Instance.new("NumberValue")
- o130 = Instance.new("Script")
- o131 = Instance.new("NumberValue")
- o132 = Instance.new("Part")
- o133 = Instance.new("Script")
- o134 = Instance.new("NumberValue")
- o135 = Instance.new("Script")
- o136 = Instance.new("NumberValue")
- o137 = Instance.new("Part")
- o138 = Instance.new("Script")
- o139 = Instance.new("NumberValue")
- o140 = Instance.new("Script")
- o141 = Instance.new("NumberValue")
- o142 = Instance.new("Part")
- o143 = Instance.new("Script")
- o144 = Instance.new("NumberValue")
- o145 = Instance.new("Script")
- o146 = Instance.new("NumberValue")
- o147 = Instance.new("Part")
- o148 = Instance.new("Script")
- o149 = Instance.new("NumberValue")
- o150 = Instance.new("Script")
- o151 = Instance.new("NumberValue")
- o152 = Instance.new("Part")
- o153 = Instance.new("Script")
- o154 = Instance.new("NumberValue")
- o155 = Instance.new("Script")
- o156 = Instance.new("NumberValue")
- o157 = Instance.new("Part")
- o158 = Instance.new("Script")
- o159 = Instance.new("NumberValue")
- o160 = Instance.new("Script")
- o161 = Instance.new("NumberValue")
- o162 = Instance.new("SpawnLocation")
- o163 = Instance.new("Decal")
- o164 = Instance.new("Part")
- o165 = Instance.new("Script")
- o166 = Instance.new("NumberValue")
- o167 = Instance.new("Script")
- o168 = Instance.new("NumberValue")
- o169 = Instance.new("Part")
- o170 = Instance.new("Script")
- o171 = Instance.new("NumberValue")
- o172 = Instance.new("Script")
- o173 = Instance.new("NumberValue")
- o174 = Instance.new("Part")
- o175 = Instance.new("Script")
- o176 = Instance.new("NumberValue")
- o177 = Instance.new("Script")
- o178 = Instance.new("NumberValue")
- o179 = Instance.new("Part")
- o180 = Instance.new("Script")
- o181 = Instance.new("NumberValue")
- o182 = Instance.new("Script")
- o183 = Instance.new("NumberValue")
- o184 = Instance.new("Part")
- o185 = Instance.new("Script")
- o186 = Instance.new("NumberValue")
- o187 = Instance.new("Script")
- o188 = Instance.new("NumberValue")
- o189 = Instance.new("Part")
- o190 = Instance.new("Script")
- o191 = Instance.new("NumberValue")
- o192 = Instance.new("Script")
- o193 = Instance.new("NumberValue")
- o194 = Instance.new("Part")
- o195 = Instance.new("Script")
- o196 = Instance.new("NumberValue")
- o197 = Instance.new("Script")
- o198 = Instance.new("NumberValue")
- o199 = Instance.new("Part")
- o200 = Instance.new("Script")
- o201 = Instance.new("NumberValue")
- o202 = Instance.new("Script")
- o203 = Instance.new("NumberValue")
- o204 = Instance.new("Part")
- o205 = Instance.new("Script")
- o206 = Instance.new("NumberValue")
- o207 = Instance.new("Script")
- o208 = Instance.new("NumberValue")
- o209 = Instance.new("Part")
- o210 = Instance.new("Script")
- o211 = Instance.new("NumberValue")
- o212 = Instance.new("Script")
- o213 = Instance.new("NumberValue")
- o214 = Instance.new("Part")
- o215 = Instance.new("Script")
- o216 = Instance.new("NumberValue")
- o217 = Instance.new("Script")
- o218 = Instance.new("NumberValue")
- o219 = Instance.new("Part")
- o220 = Instance.new("Script")
- o221 = Instance.new("NumberValue")
- o222 = Instance.new("Script")
- o223 = Instance.new("NumberValue")
- o224 = Instance.new("Part")
- o225 = Instance.new("Script")
- o226 = Instance.new("NumberValue")
- o227 = Instance.new("Script")
- o228 = Instance.new("NumberValue")
- o229 = Instance.new("Part")
- o230 = Instance.new("Script")
- o231 = Instance.new("NumberValue")
- o232 = Instance.new("Script")
- o233 = Instance.new("NumberValue")
- o234 = Instance.new("Part")
- o235 = Instance.new("Script")
- o236 = Instance.new("NumberValue")
- o237 = Instance.new("Script")
- o238 = Instance.new("NumberValue")
- o239 = Instance.new("Part")
- o240 = Instance.new("Script")
- o241 = Instance.new("NumberValue")
- o242 = Instance.new("Script")
- o243 = Instance.new("NumberValue")
- o244 = Instance.new("Part")
- o245 = Instance.new("Script")
- o246 = Instance.new("NumberValue")
- o247 = Instance.new("Script")
- o248 = Instance.new("NumberValue")
- o249 = Instance.new("Part")
- o250 = Instance.new("Script")
- o251 = Instance.new("NumberValue")
- o252 = Instance.new("Script")
- o253 = Instance.new("NumberValue")
- o254 = Instance.new("Part")
- o255 = Instance.new("Script")
- o256 = Instance.new("NumberValue")
- o257 = Instance.new("Script")
- o258 = Instance.new("NumberValue")
- o259 = Instance.new("Part")
- o260 = Instance.new("Script")
- o261 = Instance.new("NumberValue")
- o262 = Instance.new("Script")
- o263 = Instance.new("NumberValue")
- o264 = Instance.new("Part")
- o265 = Instance.new("Script")
- o266 = Instance.new("NumberValue")
- o267 = Instance.new("Script")
- o268 = Instance.new("NumberValue")
- o269 = Instance.new("Part")
- o270 = Instance.new("Script")
- o271 = Instance.new("NumberValue")
- o272 = Instance.new("Script")
- o273 = Instance.new("NumberValue")
- o274 = Instance.new("Part")
- o275 = Instance.new("Script")
- o276 = Instance.new("NumberValue")
- o277 = Instance.new("Script")
- o278 = Instance.new("NumberValue")
- o279 = Instance.new("Part")
- o280 = Instance.new("Decal")
- o281 = Instance.new("Decal")
- o282 = Instance.new("Script")
- o283 = Instance.new("NumberValue")
- o284 = Instance.new("Script")
- o285 = Instance.new("NumberValue")
- o286 = Instance.new("Part")
- o287 = Instance.new("Script")
- o288 = Instance.new("NumberValue")
- o289 = Instance.new("Script")
- o290 = Instance.new("NumberValue")
- o291 = Instance.new("Part")
- o292 = Instance.new("Script")
- o293 = Instance.new("NumberValue")
- o294 = Instance.new("Script")
- o295 = Instance.new("NumberValue")
- o296 = Instance.new("Part")
- o297 = Instance.new("Script")
- o298 = Instance.new("NumberValue")
- o299 = Instance.new("Script")
- o300 = Instance.new("NumberValue")
- o301 = Instance.new("Part")
- o302 = Instance.new("Script")
- o303 = Instance.new("NumberValue")
- o304 = Instance.new("Script")
- o305 = Instance.new("NumberValue")
- o306 = Instance.new("Part")
- o307 = Instance.new("Script")
- o308 = Instance.new("NumberValue")
- o309 = Instance.new("Script")
- o310 = Instance.new("NumberValue")
- o1.Parent = mas
- o1.PrimaryPart = o2
- o2.Parent = o1
- o2.Material = Enum.Material.SmoothPlastic
- o2.BrickColor = BrickColor.new("Institutional white")
- o2.Position = Vector3.new(-132.183853, 36.5311012, 73.0347748)
- o2.Rotation = Vector3.new(0, -22.5, 0)
- o2.Anchored = true
- o2.Size = Vector3.new(41.2155075, 72.4421234, 0.101184562)
- o2.CFrame = CFrame.new(-132.183853, 36.5311012, 73.0347748, 0.923878849, 0, -0.382683158, 0, 1, 0, 0.382683158, 0, 0.923878849)
- o2.BottomSurface = Enum.SurfaceType.Smooth
- o2.TopSurface = Enum.SurfaceType.Smooth
- o2.Color = Color3.new(0.972549, 0.972549, 0.972549)
- o2.Position = Vector3.new(-132.183853, 36.5311012, 73.0347748)
- o3.Parent = o1
- o3.Material = Enum.Material.SmoothPlastic
- o3.BrickColor = BrickColor.new("Really black")
- o3.Position = Vector3.new(-155.818008, 6.69468307, 80.6886826)
- o3.Rotation = Vector3.new(0, -22.5, 0)
- o3.Anchored = true
- o3.CanCollide = false
- o3.Size = Vector3.new(3.57083178, 12.6885462, 0.587883055)
- o3.CFrame = CFrame.new(-155.818008, 6.69468307, 80.6886826, 0.923878849, 0, -0.382683158, 0, 1, 0, 0.382683158, 0, 0.923878849)
- o3.BottomSurface = Enum.SurfaceType.Smooth
- o3.TopSurface = Enum.SurfaceType.Smooth
- o3.Color = Color3.new(0.0666667, 0.0666667, 0.0666667)
- o3.Position = Vector3.new(-155.818008, 6.69468307, 80.6886826)
- o4.Parent = o1
- o4.Material = Enum.Material.SmoothPlastic
- o4.BrickColor = BrickColor.new("Really black")
- o4.Position = Vector3.new(-137.962875, 42.6526947, 88.0845261)
- o4.Rotation = Vector3.new(0, -22.5, 0)
- o4.Anchored = true
- o4.Size = Vector3.new(42.2233353, 60.1988869, 0.587883055)
- o4.CFrame = CFrame.new(-137.962875, 42.6526947, 88.0845261, 0.923878849, 0, -0.382683158, 0, 1, 0, 0.382683158, 0, 0.923878849)
- o4.BottomSurface = Enum.SurfaceType.Smooth
- o4.TopSurface = Enum.SurfaceType.Smooth
- o4.Color = Color3.new(0.0666667, 0.0666667, 0.0666667)
- o4.Position = Vector3.new(-137.962875, 42.6526947, 88.0845261)
- o5.Parent = o1
- o5.Material = Enum.Material.Neon
- o5.BrickColor = BrickColor.new("New Yeller")
- o5.Position = Vector3.new(-147.231277, 51.7073784, 66.6564178)
- o5.Rotation = Vector3.new(0, -22.5, 0)
- o5.Anchored = true
- o5.Size = Vector3.new(7.05459547, 4.3671484, 1.00779963)
- o5.CFrame = CFrame.new(-147.231277, 51.7073784, 66.6564178, 0.923878849, 0, -0.382683158, 0, 1, 0, 0.382683158, 0, 0.923878849)
- o5.BottomSurface = Enum.SurfaceType.Smooth
- o5.TopSurface = Enum.SurfaceType.Smooth
- o5.Color = Color3.new(1, 1, 0)
- o5.Position = Vector3.new(-147.231277, 51.7073784, 66.6564178)
- o6.Parent = o1
- o6.Material = Enum.Material.SmoothPlastic
- o6.BrickColor = BrickColor.new("Really black")
- o6.Position = Vector3.new(-116.126526, 36.7233124, 88.4486618)
- o6.Rotation = Vector3.new(0, -22.5, 0)
- o6.Anchored = true
- o6.Size = Vector3.new(1.59568262, 72.0576782, 16.2927723)
- o6.CFrame = CFrame.new(-116.126526, 36.7233124, 88.4486618, 0.923878849, 0, -0.382683158, 0, 1, 0, 0.382683158, 0, 0.923878849)
- o6.BottomSurface = Enum.SurfaceType.Smooth
- o6.TopSurface = Enum.SurfaceType.Smooth
- o6.Color = Color3.new(0.0666667, 0.0666667, 0.0666667)
- o6.Position = Vector3.new(-116.126526, 36.7233124, 88.4486618)
- o7.Parent = o1
- o7.Material = Enum.Material.Foil
- o7.BrickColor = BrickColor.new("Bright blue")
- o7.Position = Vector3.new(-128.83786, 41.5943604, 74.3659286)
- o7.Rotation = Vector3.new(0, -22.5, 0)
- o7.Anchored = true
- o7.Size = Vector3.new(26.6227055, 41.487751, 0.839832902)
- o7.CFrame = CFrame.new(-128.83786, 41.5943604, 74.3659286, 0.923878849, 0, -0.382683158, 0, 1, 0, 0.382683158, 0, 0.923878849)
- o7.BottomSurface = Enum.SurfaceType.Smooth
- o7.TopSurface = Enum.SurfaceType.Smooth
- o7.Color = Color3.new(0.0509804, 0.411765, 0.67451)
- o7.Position = Vector3.new(-128.83786, 41.5943604, 74.3659286)
- o8.Parent = o1
- o8.Material = Enum.Material.SmoothPlastic
- o8.BrickColor = BrickColor.new("Really black")
- o8.Position = Vector3.new(-146.403183, 17.9948826, 71.6817474)
- o8.Rotation = Vector3.new(0, -22.5, 90)
- o8.Anchored = true
- o8.Shape = Enum.PartType.Cylinder
- o8.Size = Vector3.new(16.7966576, 18.3923378, 11.6736736)
- o8.CFrame = CFrame.new(-146.403183, 17.9948826, 71.6817474, 0, -0.923878849, -0.382683158, 1, 0, 0, 0, -0.382683158, 0.923878849)
- o8.BottomSurface = Enum.SurfaceType.Smooth
- o8.TopSurface = Enum.SurfaceType.Smooth
- o8.Color = Color3.new(0.0666667, 0.0666667, 0.0666667)
- o8.Position = Vector3.new(-146.403183, 17.9948826, 71.6817474)
- o9.Parent = o1
- o9.Material = Enum.Material.SmoothPlastic
- o9.BrickColor = BrickColor.new("Really black")
- o9.Position = Vector3.new(-135.860092, 72.6260529, 80.4566574)
- o9.Rotation = Vector3.new(0, -22.5, 0)
- o9.Anchored = true
- o9.Size = Vector3.new(41.6557198, 0.587883115, 16.2927532)
- o9.CFrame = CFrame.new(-135.860092, 72.6260529, 80.4566574, 0.923878849, 0, -0.382683158, 0, 1, 0, 0.382683158, 0, 0.923878849)
- o9.BottomSurface = Enum.SurfaceType.Smooth
- o9.TopSurface = Enum.SurfaceType.Smooth
- o9.Color = Color3.new(0.0666667, 0.0666667, 0.0666667)
- o9.Position = Vector3.new(-135.860092, 72.6260529, 80.4566574)
- o10.Parent = o1
- o10.Material = Enum.Material.Neon
- o10.BrickColor = BrickColor.new("Bright blue")
- o10.Position = Vector3.new(-147.231277, 40.5635376, 66.6564178)
- o10.Rotation = Vector3.new(0, -22.5, 0)
- o10.Anchored = true
- o10.Size = Vector3.new(7.05459547, 4.3671484, 1.00779963)
- o10.CFrame = CFrame.new(-147.231277, 40.5635376, 66.6564178, 0.923878849, 0, -0.382683158, 0, 1, 0, 0.382683158, 0, 0.923878849)
- o10.BottomSurface = Enum.SurfaceType.Smooth
- o10.TopSurface = Enum.SurfaceType.Smooth
- o10.Color = Color3.new(0.0509804, 0.411765, 0.67451)
- o10.Position = Vector3.new(-147.231277, 40.5635376, 66.6564178)
- o11.Parent = o1
- o11.Material = Enum.Material.SmoothPlastic
- o11.BrickColor = BrickColor.new("Institutional white")
- o11.Position = Vector3.new(-131.570648, 36.7233124, 82.0516968)
- o11.Rotation = Vector3.new(0, -22.5, 0)
- o11.Anchored = true
- o11.Size = Vector3.new(33.1814728, 72.0576782, 16.2927723)
- o11.CFrame = CFrame.new(-131.570648, 36.7233124, 82.0516968, 0.923878849, 0, -0.382683158, 0, 1, 0, 0.382683158, 0, 0.923878849)
- o11.BottomSurface = Enum.SurfaceType.Smooth
- o11.TopSurface = Enum.SurfaceType.Smooth
- o11.Color = Color3.new(0.972549, 0.972549, 0.972549)
- o11.Position = Vector3.new(-131.570648, 36.7233124, 82.0516968)
- o12.Parent = o1
- o12.Material = Enum.Material.Neon
- o12.BrickColor = BrickColor.new("Really red")
- o12.Position = Vector3.new(-147.231277, 57.4671326, 66.6564178)
- o12.Rotation = Vector3.new(0, -22.5, 0)
- o12.Anchored = true
- o12.Size = Vector3.new(7.05459547, 4.3671484, 1.00779963)
- o12.CFrame = CFrame.new(-147.231277, 57.4671326, 66.6564178, 0.923878849, 0, -0.382683158, 0, 1, 0, 0.382683158, 0, 0.923878849)
- o12.BottomSurface = Enum.SurfaceType.Smooth
- o12.TopSurface = Enum.SurfaceType.Smooth
- o12.Color = Color3.new(1, 0, 0)
- o12.Position = Vector3.new(-147.231277, 57.4671326, 66.6564178)
- o13.Parent = o1
- o13.Material = Enum.Material.Neon
- o13.BrickColor = BrickColor.new("Mint")
- o13.Position = Vector3.new(-147.231277, 46.0509758, 66.6564178)
- o13.Rotation = Vector3.new(0, -22.5, 0)
- o13.Anchored = true
- o13.Size = Vector3.new(7.05459547, 4.3671484, 1.00779963)
- o13.CFrame = CFrame.new(-147.231277, 46.0509758, 66.6564178, 0.923878849, 0, -0.382683158, 0, 1, 0, 0.382683158, 0, 0.923878849)
- o13.BottomSurface = Enum.SurfaceType.Smooth
- o13.TopSurface = Enum.SurfaceType.Smooth
- o13.Color = Color3.new(0.694118, 0.898039, 0.65098)
- o13.Position = Vector3.new(-147.231277, 46.0509758, 66.6564178)
- o14.Parent = o1
- o14.Material = Enum.Material.SmoothPlastic
- o14.BrickColor = BrickColor.new("Really black")
- o14.Position = Vector3.new(-136.439194, 36.7233124, 88.7156372)
- o14.Rotation = Vector3.new(0, -22.5, 0)
- o14.Anchored = true
- o14.Size = Vector3.new(38.9247322, 72.0576782, 0.587883055)
- o14.CFrame = CFrame.new(-136.439194, 36.7233124, 88.7156372, 0.923878849, 0, -0.382683158, 0, 1, 0, 0.382683158, 0, 0.923878849)
- o14.BottomSurface = Enum.SurfaceType.Smooth
- o14.TopSurface = Enum.SurfaceType.Smooth
- o14.Color = Color3.new(0.0666667, 0.0666667, 0.0666667)
- o14.Position = Vector3.new(-136.439194, 36.7233124, 88.7156372)
- o15.Parent = o1
- o15.Material = Enum.Material.Neon
- o15.BrickColor = BrickColor.new("Hot pink")
- o15.Position = Vector3.new(-147.231277, 34.569973, 66.6564178)
- o15.Rotation = Vector3.new(0, -22.5, 0)
- o15.Anchored = true
- o15.Size = Vector3.new(7.05459547, 4.3671484, 1.00779963)
- o15.CFrame = CFrame.new(-147.231277, 34.569973, 66.6564178, 0.923878849, 0, -0.382683158, 0, 1, 0, 0.382683158, 0, 0.923878849)
- o15.BottomSurface = Enum.SurfaceType.Smooth
- o15.TopSurface = Enum.SurfaceType.Smooth
- o15.Color = Color3.new(1, 0, 0.74902)
- o15.Position = Vector3.new(-147.231277, 34.569973, 66.6564178)
- o16.Parent = o1
- o16.Material = Enum.Material.SmoothPlastic
- o16.BrickColor = BrickColor.new("Really black")
- o16.Position = Vector3.new(-154.596542, 36.7233124, 72.6956863)
- o16.Rotation = Vector3.new(0, -22.5, 0)
- o16.Anchored = true
- o16.Size = Vector3.new(1.09178269, 72.0576782, 16.2927532)
- o16.CFrame = CFrame.new(-154.596542, 36.7233124, 72.6956863, 0.923878849, 0, -0.382683158, 0, 1, 0, 0.382683158, 0, 0.923878849)
- o16.BottomSurface = Enum.SurfaceType.Smooth
- o16.TopSurface = Enum.SurfaceType.Smooth
- o16.Color = Color3.new(0.0666667, 0.0666667, 0.0666667)
- o16.Position = Vector3.new(-154.596542, 36.7233124, 72.6956863)
- o17.Parent = o1
- o17.Material = Enum.Material.SmoothPlastic
- o17.BrickColor = BrickColor.new("Institutional white")
- o17.Position = Vector3.new(-135.282028, 42.855072, 80.5143509)
- o17.Rotation = Vector3.new(0, -22.5, 0)
- o17.Anchored = true
- o17.Size = Vector3.new(41.2155075, 59.7940674, 16.2927723)
- o17.CFrame = CFrame.new(-135.282028, 42.855072, 80.5143509, 0.923878849, 0, -0.382683158, 0, 1, 0, 0.382683158, 0, 0.923878849)
- o17.BottomSurface = Enum.SurfaceType.Smooth
- o17.TopSurface = Enum.SurfaceType.Smooth
- o17.Color = Color3.new(0.972549, 0.972549, 0.972549)
- o17.Position = Vector3.new(-135.282028, 42.855072, 80.5143509)
- o18.Parent = mas
- o18.Material = Enum.Material.Neon
- o18.BrickColor = BrickColor.new("Bright blue")
- o18.Position = Vector3.new(120.17688, 8, -136.299866)
- o18.Anchored = true
- o18.Size = Vector3.new(2, 17, 2)
- o18.CFrame = CFrame.new(120.17688, 8, -136.299866, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o18.BottomSurface = Enum.SurfaceType.Smooth
- o18.TopSurface = Enum.SurfaceType.Smooth
- o18.Color = Color3.new(0.0509804, 0.411765, 0.67451)
- o18.Position = Vector3.new(120.17688, 8, -136.299866)
- o19.Name = "FallDamage"
- o19.Parent = o18
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o19)
- end))
- o20.Name = "MinFallTime"
- o20.Parent = o19
- o20.Value = 0.6
- o21.Name = "R15FallDamage"
- o21.Parent = o18
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o21)
- end))
- o22.Name = "MinFallTime"
- o22.Parent = o21
- o22.Value = 0.6
- o23.Parent = mas
- o23.Material = Enum.Material.Neon
- o23.BrickColor = BrickColor.new("Bright blue")
- o23.Position = Vector3.new(132.849991, 8, -140.669998)
- o23.Anchored = true
- o23.Size = Vector3.new(2, 17, 2)
- o23.CFrame = CFrame.new(132.849991, 8, -140.669998, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o23.BottomSurface = Enum.SurfaceType.Smooth
- o23.TopSurface = Enum.SurfaceType.Smooth
- o23.Color = Color3.new(0.0509804, 0.411765, 0.67451)
- o23.Position = Vector3.new(132.849991, 8, -140.669998)
- o24.Name = "FallDamage"
- o24.Parent = o23
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o24)
- end))
- o25.Name = "MinFallTime"
- o25.Parent = o24
- o25.Value = 0.6
- o26.Name = "R15FallDamage"
- o26.Parent = o23
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o26)
- end))
- o27.Name = "MinFallTime"
- o27.Parent = o26
- o27.Value = 0.6
- o28.Parent = mas
- o29.Parent = o28
- o29.Material = Enum.Material.WoodPlanks
- o29.BrickColor = BrickColor.new("Cork")
- o29.Position = Vector3.new(116.47039, 6.63999987, -45.3554688)
- o29.Rotation = Vector3.new(-180, 70.4800034, -180)
- o29.Anchored = true
- o29.Size = Vector3.new(20, 13.2800007, 14)
- o29.CFrame = CFrame.new(116.47039, 6.63999987, -45.3554688, -0.334203005, 0, 0.942510664, 0, 1, 0, -0.942510664, 0, -0.334203005)
- o29.BottomSurface = Enum.SurfaceType.Smooth
- o29.TopSurface = Enum.SurfaceType.Smooth
- o29.Color = Color3.new(0.737255, 0.607843, 0.364706)
- o29.Position = Vector3.new(116.47039, 6.63999987, -45.3554688)
- o30.Parent = o28
- o30.Material = Enum.Material.WoodPlanks
- o30.BrickColor = BrickColor.new("Cork")
- o30.Position = Vector3.new(109.3899, 5.06999636, -37.1617851)
- o30.Rotation = Vector3.new(-180, 70.4800034, -180)
- o30.Anchored = true
- o30.Size = Vector3.new(9.14999962, 10.1399965, 6.60000134)
- o30.CFrame = CFrame.new(109.3899, 5.06999636, -37.1617851, -0.334203005, 0, 0.942510664, 0, 1, 0, -0.942510664, 0, -0.334203005)
- o30.BottomSurface = Enum.SurfaceType.Smooth
- o30.TopSurface = Enum.SurfaceType.Smooth
- o30.Color = Color3.new(0.737255, 0.607843, 0.364706)
- o30.Position = Vector3.new(109.3899, 5.06999636, -37.1617851)
- o31.Parent = o28
- o31.Material = Enum.Material.Wood
- o31.BrickColor = BrickColor.new("Burnt Sienna")
- o31.Position = Vector3.new(108.301476, 4.14499998, -47.1484756)
- o31.Rotation = Vector3.new(-180, 70.4800034, -180)
- o31.Anchored = true
- o31.Size = Vector3.new(5.44000006, 8.28999996, 0.299999982)
- o31.CFrame = CFrame.new(108.301476, 4.14499998, -47.1484756, -0.334203005, 0, 0.942510664, 0, 1, 0, -0.942510664, 0, -0.334203005)
- o31.BottomSurface = Enum.SurfaceType.Smooth
- o31.TopSurface = Enum.SurfaceType.Smooth
- o31.Color = Color3.new(0.415686, 0.223529, 0.0352941)
- o31.Position = Vector3.new(108.301476, 4.14499998, -47.1484756)
- o32.Parent = mas
- o33.Parent = o32
- o33.Material = Enum.Material.WoodPlanks
- o33.BrickColor = BrickColor.new("Cork")
- o33.Position = Vector3.new(38.9913445, 6.63999987, -53.9422569)
- o33.Rotation = Vector3.new(-180, -3.51999998, -180)
- o33.Anchored = true
- o33.Size = Vector3.new(20, 13.2800007, 14)
- o33.CFrame = CFrame.new(38.9913445, 6.63999987, -53.9422569, -0.998109281, 0, -0.061464835, 0, 1, 0, 0.0614648387, 0, -0.998109281)
- o33.BottomSurface = Enum.SurfaceType.Smooth
- o33.TopSurface = Enum.SurfaceType.Smooth
- o33.Color = Color3.new(0.737255, 0.607843, 0.364706)
- o33.Position = Vector3.new(38.9913445, 6.63999987, -53.9422569)
- o34.Parent = o32
- o34.Material = Enum.Material.WoodPlanks
- o34.BrickColor = BrickColor.new("Cork")
- o34.Position = Vector3.new(44.9176254, 5.06999636, -44.8749657)
- o34.Rotation = Vector3.new(-180, -3.51999998, -180)
- o34.Anchored = true
- o34.Size = Vector3.new(9.14999962, 10.1399965, 6.60000134)
- o34.CFrame = CFrame.new(44.9176254, 5.06999636, -44.8749657, -0.998109281, 0, -0.061464835, 0, 1, 0, 0.0614648387, 0, -0.998109281)
- o34.BottomSurface = Enum.SurfaceType.Smooth
- o34.TopSurface = Enum.SurfaceType.Smooth
- o34.Color = Color3.new(0.737255, 0.607843, 0.364706)
- o34.Position = Vector3.new(44.9176254, 5.06999636, -44.8749657)
- o35.Parent = o32
- o35.Material = Enum.Material.Wood
- o35.BrickColor = BrickColor.new("Burnt Sienna")
- o35.Position = Vector3.new(35.0149574, 4.14499998, -46.581913)
- o35.Rotation = Vector3.new(-180, -3.51999998, -180)
- o35.Anchored = true
- o35.Size = Vector3.new(5.44000006, 8.28999996, 0.299999982)
- o35.CFrame = CFrame.new(35.0149574, 4.14499998, -46.581913, -0.998109281, 0, -0.061464835, 0, 1, 0, 0.0614648387, 0, -0.998109281)
- o35.BottomSurface = Enum.SurfaceType.Smooth
- o35.TopSurface = Enum.SurfaceType.Smooth
- o35.Color = Color3.new(0.415686, 0.223529, 0.0352941)
- o35.Position = Vector3.new(35.0149574, 4.14499998, -46.581913)
- o36.Parent = mas
- o36.Material = Enum.Material.Neon
- o36.BrickColor = BrickColor.new("Bright blue")
- o36.Position = Vector3.new(171.652191, 8, -100.465469)
- o36.Anchored = true
- o36.Size = Vector3.new(2, 17, 2)
- o36.CFrame = CFrame.new(171.652191, 8, -100.465469, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o36.BottomSurface = Enum.SurfaceType.Smooth
- o36.TopSurface = Enum.SurfaceType.Smooth
- o36.Color = Color3.new(0.0509804, 0.411765, 0.67451)
- o36.Position = Vector3.new(171.652191, 8, -100.465469)
- o37.Name = "FallDamage"
- o37.Parent = o36
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o37)
- end))
- o38.Name = "MinFallTime"
- o38.Parent = o37
- o38.Value = 0.6
- o39.Name = "R15FallDamage"
- o39.Parent = o36
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o39)
- end))
- o40.Name = "MinFallTime"
- o40.Parent = o39
- o40.Value = 0.6
- o41.Parent = mas
- o41.Material = Enum.Material.Neon
- o41.BrickColor = BrickColor.new("Bright blue")
- o41.Position = Vector3.new(171.652191, 8, -100.465469)
- o41.Anchored = true
- o41.Size = Vector3.new(2, 17, 2)
- o41.CFrame = CFrame.new(171.652191, 8, -100.465469, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o41.BottomSurface = Enum.SurfaceType.Smooth
- o41.TopSurface = Enum.SurfaceType.Smooth
- o41.Color = Color3.new(0.0509804, 0.411765, 0.67451)
- o41.Position = Vector3.new(171.652191, 8, -100.465469)
- o42.Name = "FallDamage"
- o42.Parent = o41
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o42)
- end))
- o43.Name = "MinFallTime"
- o43.Parent = o42
- o43.Value = 0.6
- o44.Name = "R15FallDamage"
- o44.Parent = o41
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o44)
- end))
- o45.Name = "MinFallTime"
- o45.Parent = o44
- o45.Value = 0.6
- o46.Parent = mas
- o47.Parent = o46
- o47.Material = Enum.Material.WoodPlanks
- o47.BrickColor = BrickColor.new("Cork")
- o47.Position = Vector3.new(19.8304825, 6.63999987, 14.7870665)
- o47.Rotation = Vector3.new(-180, -7.51999998, -180)
- o47.Anchored = true
- o47.Size = Vector3.new(20, 13.2800007, 14)
- o47.CFrame = CFrame.new(19.8304825, 6.63999987, 14.7870665, -0.991390347, 0, -0.130939901, 0, 1, 0, 0.130939901, 0, -0.991390347)
- o47.BottomSurface = Enum.SurfaceType.Smooth
- o47.TopSurface = Enum.SurfaceType.Smooth
- o47.Color = Color3.new(0.737255, 0.607843, 0.364706)
- o47.Position = Vector3.new(19.8304825, 6.63999987, 14.7870665)
- o48.Parent = o46
- o48.Material = Enum.Material.WoodPlanks
- o48.BrickColor = BrickColor.new("Cork")
- o48.Position = Vector3.new(26.3752441, 5.06999636, 23.419363)
- o48.Rotation = Vector3.new(-180, -7.51999998, -180)
- o48.Anchored = true
- o48.Size = Vector3.new(9.14999962, 10.1399965, 6.60000134)
- o48.CFrame = CFrame.new(26.3752441, 5.06999636, 23.419363, -0.991390347, 0, -0.130939901, 0, 1, 0, 0.130939901, 0, -0.991390347)
- o48.BottomSurface = Enum.SurfaceType.Smooth
- o48.TopSurface = Enum.SurfaceType.Smooth
- o48.Color = Color3.new(0.737255, 0.607843, 0.364706)
- o48.Position = Vector3.new(26.3752441, 5.06999636, 23.419363)
- o49.Parent = o46
- o49.Material = Enum.Material.Wood
- o49.BrickColor = BrickColor.new("Burnt Sienna")
- o49.Position = Vector3.new(16.377079, 4.14499998, 22.4073162)
- o49.Rotation = Vector3.new(-180, -7.51999998, -180)
- o49.Anchored = true
- o49.Size = Vector3.new(5.44000006, 8.28999996, 0.299999982)
- o49.CFrame = CFrame.new(16.377079, 4.14499998, 22.4073162, -0.991390347, 0, -0.130939901, 0, 1, 0, 0.130939901, 0, -0.991390347)
- o49.BottomSurface = Enum.SurfaceType.Smooth
- o49.TopSurface = Enum.SurfaceType.Smooth
- o49.Color = Color3.new(0.415686, 0.223529, 0.0352941)
- o49.Position = Vector3.new(16.377079, 4.14499998, 22.4073162)
- o50.Parent = mas
- o50.PrimaryPart = o52
- o51.Parent = o50
- o51.Material = Enum.Material.WoodPlanks
- o51.BrickColor = BrickColor.new("Cork")
- o51.Position = Vector3.new(-132.306641, 10.4082956, -96.0636597)
- o51.Rotation = Vector3.new(-180, -82.5, -180)
- o51.Anchored = true
- o51.CanCollide = false
- o51.Size = Vector3.new(18.1803493, 19.8165779, 18.3166962)
- o51.CFrame = CFrame.new(-132.306641, 10.4082956, -96.0636597, -0.130544066, 0, -0.991442561, 0, 1, 0, 0.991442561, 0, -0.130544066)
- o51.BottomSurface = Enum.SurfaceType.Smooth
- o51.TopSurface = Enum.SurfaceType.Smooth
- o51.Color = Color3.new(0.737255, 0.607843, 0.364706)
- o51.Position = Vector3.new(-132.306641, 10.4082956, -96.0636597)
- o52.Parent = o50
- o52.Material = Enum.Material.WoodPlanks
- o52.BrickColor = BrickColor.new("Cork")
- o52.Position = Vector3.new(-140.726303, 10.4082956, -119.402023)
- o52.Rotation = Vector3.new(-180, -82.5, -180)
- o52.Anchored = true
- o52.Size = Vector3.new(18.1803493, 19.8165779, 18.3166962)
- o52.CFrame = CFrame.new(-140.726303, 10.4082956, -119.402023, -0.130544066, 0, -0.991442561, 0, 1, 0, 0.991442561, 0, -0.130544066)
- o52.BottomSurface = Enum.SurfaceType.Smooth
- o52.TopSurface = Enum.SurfaceType.Smooth
- o52.Color = Color3.new(0.737255, 0.607843, 0.364706)
- o52.Position = Vector3.new(-140.726303, 10.4082956, -119.402023)
- o53.Parent = mas
- o53.Material = Enum.Material.Neon
- o53.BrickColor = BrickColor.new("Bright blue")
- o53.Position = Vector3.new(131.649994, 8, -124.049995)
- o53.Anchored = true
- o53.Size = Vector3.new(2, 17, 2)
- o53.CFrame = CFrame.new(131.649994, 8, -124.049995, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o53.BottomSurface = Enum.SurfaceType.Smooth
- o53.TopSurface = Enum.SurfaceType.Smooth
- o53.Color = Color3.new(0.0509804, 0.411765, 0.67451)
- o53.Position = Vector3.new(131.649994, 8, -124.049995)
- o54.Name = "FallDamage"
- o54.Parent = o53
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o54)
- end))
- o55.Name = "MinFallTime"
- o55.Parent = o54
- o55.Value = 0.6
- o56.Name = "R15FallDamage"
- o56.Parent = o53
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o56)
- end))
- o57.Name = "MinFallTime"
- o57.Parent = o56
- o57.Value = 0.6
- o58.Parent = mas
- o59.Parent = o58
- o59.Material = Enum.Material.WoodPlanks
- o59.BrickColor = BrickColor.new("Cork")
- o59.Position = Vector3.new(26.5249023, 6.63999987, 53.3995667)
- o59.Rotation = Vector3.new(-180, 37.4799995, -180)
- o59.Anchored = true
- o59.Size = Vector3.new(20, 13.2800007, 14)
- o59.CFrame = CFrame.new(26.5249023, 6.63999987, 53.3995667, -0.79360801, 0, 0.608431041, 0, 1, 0, -0.608431041, 0, -0.79360801)
- o59.BottomSurface = Enum.SurfaceType.Smooth
- o59.TopSurface = Enum.SurfaceType.Smooth
- o59.Color = Color3.new(0.737255, 0.607843, 0.364706)
- o59.Position = Vector3.new(26.5249023, 6.63999987, 53.3995667)
- o60.Parent = o58
- o60.Material = Enum.Material.WoodPlanks
- o60.BrickColor = BrickColor.new("Cork")
- o60.Position = Vector3.new(25.0487843, 5.06999636, 64.1313782)
- o60.Rotation = Vector3.new(-180, 37.4799995, -180)
- o60.Anchored = true
- o60.Size = Vector3.new(9.14999962, 10.1399965, 6.60000134)
- o60.CFrame = CFrame.new(25.0487843, 5.06999636, 64.1313782, -0.79360801, 0, 0.608431041, 0, 1, 0, -0.608431041, 0, -0.79360801)
- o60.BottomSurface = Enum.SurfaceType.Smooth
- o60.TopSurface = Enum.SurfaceType.Smooth
- o60.Color = Color3.new(0.737255, 0.607843, 0.364706)
- o60.Position = Vector3.new(25.0487843, 5.06999636, 64.1313782)
- o61.Parent = o58
- o61.Material = Enum.Material.Wood
- o61.BrickColor = BrickColor.new("Burnt Sienna")
- o61.Position = Vector3.new(18.6946831, 4.14499998, 56.3459549)
- o61.Rotation = Vector3.new(-180, 37.4799995, -180)
- o61.Anchored = true
- o61.Size = Vector3.new(5.44000006, 8.28999996, 0.299999982)
- o61.CFrame = CFrame.new(18.6946831, 4.14499998, 56.3459549, -0.79360801, 0, 0.608431041, 0, 1, 0, -0.608431041, 0, -0.79360801)
- o61.BottomSurface = Enum.SurfaceType.Smooth
- o61.TopSurface = Enum.SurfaceType.Smooth
- o61.Color = Color3.new(0.415686, 0.223529, 0.0352941)
- o61.Position = Vector3.new(18.6946831, 4.14499998, 56.3459549)
- o62.Parent = mas
- o62.Material = Enum.Material.Neon
- o62.BrickColor = BrickColor.new("Bright blue")
- o62.Position = Vector3.new(152.830002, 8, -110.979996)
- o62.Anchored = true
- o62.Size = Vector3.new(2, 17, 2)
- o62.CFrame = CFrame.new(152.830002, 8, -110.979996, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o62.BottomSurface = Enum.SurfaceType.Smooth
- o62.TopSurface = Enum.SurfaceType.Smooth
- o62.Color = Color3.new(0.0509804, 0.411765, 0.67451)
- o62.Position = Vector3.new(152.830002, 8, -110.979996)
- o63.Name = "FallDamage"
- o63.Parent = o62
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o63)
- end))
- o64.Name = "MinFallTime"
- o64.Parent = o63
- o64.Value = 0.6
- o65.Name = "R15FallDamage"
- o65.Parent = o62
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o65)
- end))
- o66.Name = "MinFallTime"
- o66.Parent = o65
- o66.Value = 0.6
- o67.Parent = mas
- o67.Material = Enum.Material.Neon
- o67.BrickColor = BrickColor.new("Bright blue")
- o67.Position = Vector3.new(171.652191, 8, -100.465469)
- o67.Anchored = true
- o67.Size = Vector3.new(2, 17, 2)
- o67.CFrame = CFrame.new(171.652191, 8, -100.465469, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o67.BottomSurface = Enum.SurfaceType.Smooth
- o67.TopSurface = Enum.SurfaceType.Smooth
- o67.Color = Color3.new(0.0509804, 0.411765, 0.67451)
- o67.Position = Vector3.new(171.652191, 8, -100.465469)
- o68.Name = "FallDamage"
- o68.Parent = o67
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o68)
- end))
- o69.Name = "MinFallTime"
- o69.Parent = o68
- o69.Value = 0.6
- o70.Name = "R15FallDamage"
- o70.Parent = o67
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o70)
- end))
- o71.Name = "MinFallTime"
- o71.Parent = o70
- o71.Value = 0.6
- o72.Parent = mas
- o72.Material = Enum.Material.Neon
- o72.BrickColor = BrickColor.new("Bright blue")
- o72.Position = Vector3.new(171.652191, 8, -100.465469)
- o72.Anchored = true
- o72.Size = Vector3.new(2, 17, 2)
- o72.CFrame = CFrame.new(171.652191, 8, -100.465469, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o72.BottomSurface = Enum.SurfaceType.Smooth
- o72.TopSurface = Enum.SurfaceType.Smooth
- o72.Color = Color3.new(0.0509804, 0.411765, 0.67451)
- o72.Position = Vector3.new(171.652191, 8, -100.465469)
- o73.Name = "FallDamage"
- o73.Parent = o72
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o73)
- end))
- o74.Name = "MinFallTime"
- o74.Parent = o73
- o74.Value = 0.6
- o75.Name = "R15FallDamage"
- o75.Parent = o72
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o75)
- end))
- o76.Name = "MinFallTime"
- o76.Parent = o75
- o76.Value = 0.6
- o77.Parent = mas
- o77.Material = Enum.Material.Neon
- o77.BrickColor = BrickColor.new("Bright blue")
- o77.Position = Vector3.new(171.652191, 8, -100.465469)
- o77.Anchored = true
- o77.Size = Vector3.new(2, 17, 2)
- o77.CFrame = CFrame.new(171.652191, 8, -100.465469, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o77.BottomSurface = Enum.SurfaceType.Smooth
- o77.TopSurface = Enum.SurfaceType.Smooth
- o77.Color = Color3.new(0.0509804, 0.411765, 0.67451)
- o77.Position = Vector3.new(171.652191, 8, -100.465469)
- o78.Name = "FallDamage"
- o78.Parent = o77
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o78)
- end))
- o79.Name = "MinFallTime"
- o79.Parent = o78
- o79.Value = 0.6
- o80.Name = "R15FallDamage"
- o80.Parent = o77
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o80)
- end))
- o81.Name = "MinFallTime"
- o81.Parent = o80
- o81.Value = 0.6
- o82.Parent = mas
- o82.BrickColor = BrickColor.new("Dark stone grey")
- o82.Position = Vector3.new(-107.414673, 0.555000007, -153.734726)
- o82.Rotation = Vector3.new(0, -45, 0)
- o82.Anchored = true
- o82.Size = Vector3.new(312.110046, 0.109999999, 0.690000296)
- o82.CFrame = CFrame.new(-107.414673, 0.555000007, -153.734726, 0.707106709, 0, -0.707106709, 0, 1, 0, 0.707106709, 0, 0.707106709)
- o82.BottomSurface = Enum.SurfaceType.Smooth
- o82.TopSurface = Enum.SurfaceType.Smooth
- o82.Color = Color3.new(0.388235, 0.372549, 0.384314)
- o82.Position = Vector3.new(-107.414673, 0.555000007, -153.734726)
- o83.Name = "FallDamage"
- o83.Parent = o82
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o83)
- end))
- o84.Name = "MinFallTime"
- o84.Parent = o83
- o84.Value = 0.6
- o85.Name = "R15FallDamage"
- o85.Parent = o82
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o85)
- end))
- o86.Name = "MinFallTime"
- o86.Parent = o85
- o86.Value = 0.6
- o87.Parent = mas
- o87.PrimaryPart = o88
- o88.Parent = o87
- o88.Position = Vector3.new(-171.50412, 31.1800766, -56.4683113)
- o88.Rotation = Vector3.new(0, -90, 0)
- o88.Anchored = true
- o88.Size = Vector3.new(2, 61, 2)
- o88.CFrame = CFrame.new(-171.50412, 31.1800766, -56.4683113, 4.29160536e-07, 0, -1.00000775, 0, 1, 0, 1.00000775, 0, 6.07975153e-07)
- o88.BottomSurface = Enum.SurfaceType.Smooth
- o88.TopSurface = Enum.SurfaceType.Smooth
- o88.Position = Vector3.new(-171.50412, 31.1800766, -56.4683113)
- o89.Parent = o87
- o89.Material = Enum.Material.Marble
- o89.Position = Vector3.new(-163.349869, 5.22007751, -56.7647858)
- o89.Rotation = Vector3.new(0, -90, 0)
- o89.Anchored = true
- o89.CanCollide = false
- o89.Size = Vector3.new(5.98999691, 9.44000149, 1)
- o89.CFrame = CFrame.new(-163.349869, 5.22007751, -56.7647858, 4.29160536e-07, 0, -1.00000775, 0, 1, 0, 1.00000775, 0, 6.07975153e-07)
- o89.BottomSurface = Enum.SurfaceType.Smooth
- o89.TopSurface = Enum.SurfaceType.Smooth
- o89.Position = Vector3.new(-163.349869, 5.22007751, -56.7647858)
- o90.Parent = o87
- o90.Material = Enum.Material.Concrete
- o90.Position = Vector3.new(-163.349899, 77.2350922, -56.7899323)
- o90.Rotation = Vector3.new(0, -90, 0)
- o90.Anchored = true
- o90.Size = Vector3.new(8, 0.0500000007, 1)
- o90.CFrame = CFrame.new(-163.349899, 77.2350922, -56.7899323, 4.29160536e-07, 0, -1.00000775, 0, 1, 0, 1.00000775, 0, 6.07975153e-07)
- o90.BottomSurface = Enum.SurfaceType.Smooth
- o90.TopSurface = Enum.SurfaceType.Smooth
- o90.Position = Vector3.new(-163.349899, 77.2350922, -56.7899323)
- o91.Parent = o87
- o91.Position = Vector3.new(-171.50412, 69.1800842, -56.4683113)
- o91.Rotation = Vector3.new(0, -90, 0)
- o91.Anchored = true
- o91.Size = Vector3.new(2, 17, 2)
- o91.CFrame = CFrame.new(-171.50412, 69.1800842, -56.4683113, 4.29160536e-07, 0, -1.00000775, 0, 1, 0, 1.00000775, 0, 6.07975153e-07)
- o91.BottomSurface = Enum.SurfaceType.Smooth
- o91.TopSurface = Enum.SurfaceType.Smooth
- o91.Position = Vector3.new(-171.50412, 69.1800842, -56.4683113)
- o92.Parent = o87
- o92.Material = Enum.Material.Concrete
- o92.Position = Vector3.new(-167.849945, 46.2000809, -53.2899055)
- o92.Rotation = Vector3.new(0, -90, 0)
- o92.Anchored = true
- o92.Size = Vector3.new(1, 89.0400085, 10)
- o92.CFrame = CFrame.new(-167.849945, 46.2000809, -53.2899055, 4.29160536e-07, 0, -1.00000775, 0, 1, 0, 1.00000775, 0, 6.07975153e-07)
- o92.BottomSurface = Enum.SurfaceType.Smooth
- o92.TopSurface = Enum.SurfaceType.Smooth
- o92.Position = Vector3.new(-167.849945, 46.2000809, -53.2899055)
- o93.Parent = o87
- o93.Material = Enum.Material.Concrete
- o93.Position = Vector3.new(-167.449951, 77.2350769, -53.747303)
- o93.Rotation = Vector3.new(0, -90, 0)
- o93.Anchored = true
- o93.Size = Vector3.new(1.72000039, 0.0500000007, 9.20000935)
- o93.CFrame = CFrame.new(-167.449951, 77.2350769, -53.747303, 4.29160536e-07, 0, -1.00000775, 0, 1, 0, 1.00000775, 0, 6.07975153e-07)
- o93.BottomSurface = Enum.SurfaceType.Smooth
- o93.TopSurface = Enum.SurfaceType.Smooth
- o93.Position = Vector3.new(-167.449951, 77.2350769, -53.747303)
- o94.Parent = o87
- o94.Material = Enum.Material.Concrete
- o94.Position = Vector3.new(-167.449722, 77.2350769, -59.2649612)
- o94.Rotation = Vector3.new(0, -90, 0)
- o94.Anchored = true
- o94.Size = Vector3.new(3.04999995, 0.0500000007, 9.20000935)
- o94.CFrame = CFrame.new(-167.449722, 77.2350769, -59.2649612, 4.29160536e-07, 0, -1.00000775, 0, 1, 0, 1.00000775, 0, 6.07975153e-07)
- o94.BottomSurface = Enum.SurfaceType.Smooth
- o94.TopSurface = Enum.SurfaceType.Smooth
- o94.Position = Vector3.new(-167.449722, 77.2350769, -59.2649612)
- o95.Parent = o87
- o95.Material = Enum.Material.Concrete
- o95.Position = Vector3.new(-163.349899, 43.6050682, -56.7899323)
- o95.Rotation = Vector3.new(0, -90, 0)
- o95.Anchored = true
- o95.Size = Vector3.new(8, 67.3100204, 1)
- o95.CFrame = CFrame.new(-163.349899, 43.6050682, -56.7899323, 4.29160536e-07, 0, -1.00000775, 0, 1, 0, 1.00000775, 0, 6.07975153e-07)
- o95.BottomSurface = Enum.SurfaceType.Smooth
- o95.TopSurface = Enum.SurfaceType.Smooth
- o95.Position = Vector3.new(-163.349899, 43.6050682, -56.7899323)
- o96.Parent = o87
- o96.Material = Enum.Material.Concrete
- o96.Position = Vector3.new(-167.849838, 46.2400932, -60.2899857)
- o96.Rotation = Vector3.new(0, -90, 0)
- o96.Anchored = true
- o96.Size = Vector3.new(1, 89.1200333, 10)
- o96.CFrame = CFrame.new(-167.849838, 46.2400932, -60.2899857, 4.29160536e-07, 0, -1.00000775, 0, 1, 0, 1.00000775, 0, 6.07975153e-07)
- o96.BottomSurface = Enum.SurfaceType.Smooth
- o96.TopSurface = Enum.SurfaceType.Smooth
- o96.Position = Vector3.new(-167.849838, 46.2400932, -60.2899857)
- o97.Parent = o87
- o97.Material = Enum.Material.Concrete
- o97.Position = Vector3.new(-172.349991, 46.1150818, -56.7899666)
- o97.Rotation = Vector3.new(0, -90, 0)
- o97.Anchored = true
- o97.Size = Vector3.new(8, 88.8700104, 1)
- o97.CFrame = CFrame.new(-172.349991, 46.1150818, -56.7899666, 4.29160536e-07, 0, -1.00000775, 0, 1, 0, 1.00000775, 0, 6.07975153e-07)
- o97.BottomSurface = Enum.SurfaceType.Smooth
- o97.TopSurface = Enum.SurfaceType.Smooth
- o97.Position = Vector3.new(-172.349991, 46.1150818, -56.7899666)
- o98.Parent = mas
- o98.Material = Enum.Material.Neon
- o98.BrickColor = BrickColor.new("Bright blue")
- o98.Position = Vector3.new(171.652191, 8, -100.465469)
- o98.Anchored = true
- o98.Size = Vector3.new(2, 17, 2)
- o98.CFrame = CFrame.new(171.652191, 8, -100.465469, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o98.BottomSurface = Enum.SurfaceType.Smooth
- o98.TopSurface = Enum.SurfaceType.Smooth
- o98.Color = Color3.new(0.0509804, 0.411765, 0.67451)
- o98.Position = Vector3.new(171.652191, 8, -100.465469)
- o99.Name = "FallDamage"
- o99.Parent = o98
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o99)
- end))
- o100.Name = "MinFallTime"
- o100.Parent = o99
- o100.Value = 0.6
- o101.Name = "R15FallDamage"
- o101.Parent = o98
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o101)
- end))
- o102.Name = "MinFallTime"
- o102.Parent = o101
- o102.Value = 0.6
- o103.Parent = mas
- o103.Material = Enum.Material.Neon
- o103.BrickColor = BrickColor.new("Bright blue")
- o103.Position = Vector3.new(160.300003, 8, -125.68)
- o103.Anchored = true
- o103.Size = Vector3.new(2, 17, 2)
- o103.CFrame = CFrame.new(160.300003, 8, -125.68, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o103.BottomSurface = Enum.SurfaceType.Smooth
- o103.TopSurface = Enum.SurfaceType.Smooth
- o103.Color = Color3.new(0.0509804, 0.411765, 0.67451)
- o103.Position = Vector3.new(160.300003, 8, -125.68)
- o104.Name = "FallDamage"
- o104.Parent = o103
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o104)
- end))
- o105.Name = "MinFallTime"
- o105.Parent = o104
- o105.Value = 0.6
- o106.Name = "R15FallDamage"
- o106.Parent = o103
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o106)
- end))
- o107.Name = "MinFallTime"
- o107.Parent = o106
- o107.Value = 0.6
- o108.Parent = mas
- o108.Material = Enum.Material.Concrete
- o108.Position = Vector3.new(-2.57312012, 44.5, -154.886322)
- o108.Anchored = true
- o108.Size = Vector3.new(365.5, 90, 1)
- o108.CFrame = CFrame.new(-2.57312012, 44.5, -154.886322, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o108.BottomSurface = Enum.SurfaceType.Smooth
- o108.TopSurface = Enum.SurfaceType.Smooth
- o108.Position = Vector3.new(-2.57312012, 44.5, -154.886322)
- o109.Parent = mas
- o109.PrimaryPart = o110
- o110.Parent = o109
- o110.Material = Enum.Material.WoodPlanks
- o110.BrickColor = BrickColor.new("Cork")
- o110.Position = Vector3.new(-64.7829361, 7.78956842, -73.4807739)
- o110.Rotation = Vector3.new(-180, -82.5, -180)
- o110.Anchored = true
- o110.Size = Vector3.new(13.3753452, 14.5791235, 13.4756556)
- o110.CFrame = CFrame.new(-64.7829361, 7.78956842, -73.4807739, -0.130554557, 0, -0.99144119, 0, 1, 0, 0.99144119, 0, -0.130554557)
- o110.BottomSurface = Enum.SurfaceType.Smooth
- o110.TopSurface = Enum.SurfaceType.Smooth
- o110.Color = Color3.new(0.737255, 0.607843, 0.364706)
- o110.Position = Vector3.new(-64.7829361, 7.78956842, -73.4807739)
- o111.Parent = o109
- o111.Material = Enum.Material.WoodPlanks
- o111.BrickColor = BrickColor.new("Cork")
- o111.Position = Vector3.new(-78.8157578, 7.7895689, -85.9702835)
- o111.Rotation = Vector3.new(-180, -82.5, -180)
- o111.Anchored = true
- o111.Size = Vector3.new(13.3753452, 14.5791235, 13.4756556)
- o111.CFrame = CFrame.new(-78.8157578, 7.7895689, -85.9702835, -0.130554557, 0, -0.99144119, 0, 1, 0, 0.99144119, 0, -0.130554557)
- o111.BottomSurface = Enum.SurfaceType.Smooth
- o111.TopSurface = Enum.SurfaceType.Smooth
- o111.Color = Color3.new(0.737255, 0.607843, 0.364706)
- o111.Position = Vector3.new(-78.8157578, 7.7895689, -85.9702835)
- o112.Parent = mas
- o112.Material = Enum.Material.Concrete
- o112.Position = Vector3.new(-61.7908821, 45.1200027, 121.522964)
- o112.Anchored = true
- o112.Size = Vector3.new(7.96000195, 89.2400055, 9.83999825)
- o112.CFrame = CFrame.new(-61.7908821, 45.1200027, 121.522964, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o112.BottomSurface = Enum.SurfaceType.Smooth
- o112.TopSurface = Enum.SurfaceType.Smooth
- o112.Position = Vector3.new(-61.7908821, 45.1200027, 121.522964)
- o113.Name = "FallDamage"
- o113.Parent = o112
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o113)
- end))
- o114.Name = "MinFallTime"
- o114.Parent = o113
- o114.Value = 0.6
- o115.Name = "R15FallDamage"
- o115.Parent = o112
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o115)
- end))
- o116.Name = "MinFallTime"
- o116.Parent = o115
- o116.Value = 0.6
- o117.Parent = mas
- o117.Material = Enum.Material.Concrete
- o117.Position = Vector3.new(-15.4690857, 45.1200027, -100.097214)
- o117.Anchored = true
- o117.Size = Vector3.new(7.96000195, 89.2400055, 9.83999825)
- o117.CFrame = CFrame.new(-15.4690857, 45.1200027, -100.097214, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o117.BottomSurface = Enum.SurfaceType.Smooth
- o117.TopSurface = Enum.SurfaceType.Smooth
- o117.Position = Vector3.new(-15.4690857, 45.1200027, -100.097214)
- o118.Name = "FallDamage"
- o118.Parent = o117
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o118)
- end))
- o119.Name = "MinFallTime"
- o119.Parent = o118
- o119.Value = 0.6
- o120.Name = "R15FallDamage"
- o120.Parent = o117
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o120)
- end))
- o121.Name = "MinFallTime"
- o121.Parent = o120
- o121.Value = 0.6
- o122.Parent = mas
- o122.Material = Enum.Material.Neon
- o122.BrickColor = BrickColor.new("Bright blue")
- o122.Position = Vector3.new(160.312439, 6.10500002, 35.9674416)
- o122.Rotation = Vector3.new(0, 37, 0)
- o122.Anchored = true
- o122.Size = Vector3.new(10.9799986, 11.2099991, 10.960001)
- o122.CFrame = CFrame.new(160.312439, 6.10500002, 35.9674416, 0.798635542, 0, 0.601814985, 0, 1, 0, -0.601814985, 0, 0.798635542)
- o122.BottomSurface = Enum.SurfaceType.Smooth
- o122.TopSurface = Enum.SurfaceType.Smooth
- o122.Color = Color3.new(0.0509804, 0.411765, 0.67451)
- o122.Position = Vector3.new(160.312439, 6.10500002, 35.9674416)
- o123.Name = "FallDamage"
- o123.Parent = o122
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o123)
- end))
- o124.Name = "MinFallTime"
- o124.Parent = o123
- o124.Value = 0.6
- o125.Name = "R15FallDamage"
- o125.Parent = o122
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o125)
- end))
- o126.Name = "MinFallTime"
- o126.Parent = o125
- o126.Value = 0.6
- o127.Parent = mas
- o127.Material = Enum.Material.Concrete
- o127.Position = Vector3.new(130.535828, 45.1200027, -97.4123917)
- o127.Anchored = true
- o127.Size = Vector3.new(7.96000195, 89.2400055, 9.83999825)
- o127.CFrame = CFrame.new(130.535828, 45.1200027, -97.4123917, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o127.BottomSurface = Enum.SurfaceType.Smooth
- o127.TopSurface = Enum.SurfaceType.Smooth
- o127.Position = Vector3.new(130.535828, 45.1200027, -97.4123917)
- o128.Name = "FallDamage"
- o128.Parent = o127
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o128)
- end))
- o129.Name = "MinFallTime"
- o129.Parent = o128
- o129.Value = 0.6
- o130.Name = "R15FallDamage"
- o130.Parent = o127
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o130)
- end))
- o131.Name = "MinFallTime"
- o131.Parent = o130
- o131.Value = 0.6
- o132.Parent = mas
- o132.Material = Enum.Material.Concrete
- o132.Position = Vector3.new(128.181778, 45.1200027, -26.2388458)
- o132.Anchored = true
- o132.Size = Vector3.new(7.96000195, 89.2400055, 9.83999825)
- o132.CFrame = CFrame.new(128.181778, 45.1200027, -26.2388458, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o132.BottomSurface = Enum.SurfaceType.Smooth
- o132.TopSurface = Enum.SurfaceType.Smooth
- o132.Position = Vector3.new(128.181778, 45.1200027, -26.2388458)
- o133.Name = "FallDamage"
- o133.Parent = o132
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o133)
- end))
- o134.Name = "MinFallTime"
- o134.Parent = o133
- o134.Value = 0.6
- o135.Name = "R15FallDamage"
- o135.Parent = o132
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o135)
- end))
- o136.Name = "MinFallTime"
- o136.Parent = o135
- o136.Value = 0.6
- o137.Parent = mas
- o137.Material = Enum.Material.Concrete
- o137.Position = Vector3.new(75.0619812, 45.1200027, -50.0415382)
- o137.Anchored = true
- o137.Size = Vector3.new(7.96000195, 89.2400055, 9.83999825)
- o137.CFrame = CFrame.new(75.0619812, 45.1200027, -50.0415382, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o137.BottomSurface = Enum.SurfaceType.Smooth
- o137.TopSurface = Enum.SurfaceType.Smooth
- o137.Position = Vector3.new(75.0619812, 45.1200027, -50.0415382)
- o138.Name = "FallDamage"
- o138.Parent = o137
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o138)
- end))
- o139.Name = "MinFallTime"
- o139.Parent = o138
- o139.Value = 0.6
- o140.Name = "R15FallDamage"
- o140.Parent = o137
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o140)
- end))
- o141.Name = "MinFallTime"
- o141.Parent = o140
- o141.Value = 0.6
- o142.Parent = mas
- o142.Material = Enum.Material.Concrete
- o142.Position = Vector3.new(69.76754, 45.1200027, 10.2772446)
- o142.Anchored = true
- o142.Size = Vector3.new(7.96000195, 89.2400055, 9.83999825)
- o142.CFrame = CFrame.new(69.76754, 45.1200027, 10.2772446, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o142.BottomSurface = Enum.SurfaceType.Smooth
- o142.TopSurface = Enum.SurfaceType.Smooth
- o142.Position = Vector3.new(69.76754, 45.1200027, 10.2772446)
- o143.Name = "FallDamage"
- o143.Parent = o142
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o143)
- end))
- o144.Name = "MinFallTime"
- o144.Parent = o143
- o144.Value = 0.6
- o145.Name = "R15FallDamage"
- o145.Parent = o142
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o145)
- end))
- o146.Name = "MinFallTime"
- o146.Parent = o145
- o146.Value = 0.6
- o147.Parent = mas
- o147.Material = Enum.Material.Concrete
- o147.Position = Vector3.new(75.0619812, 45.1200027, 121.522964)
- o147.Anchored = true
- o147.Size = Vector3.new(7.96000195, 89.2400055, 9.83999825)
- o147.CFrame = CFrame.new(75.0619812, 45.1200027, 121.522964, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o147.BottomSurface = Enum.SurfaceType.Smooth
- o147.TopSurface = Enum.SurfaceType.Smooth
- o147.Position = Vector3.new(75.0619812, 45.1200027, 121.522964)
- o148.Name = "FallDamage"
- o148.Parent = o147
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o148)
- end))
- o149.Name = "MinFallTime"
- o149.Parent = o148
- o149.Value = 0.6
- o150.Name = "R15FallDamage"
- o150.Parent = o147
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o150)
- end))
- o151.Name = "MinFallTime"
- o151.Parent = o150
- o151.Value = 0.6
- o152.Parent = mas
- o152.Material = Enum.Material.Concrete
- o152.Position = Vector3.new(142.738083, 45.1200027, 14.4695435)
- o152.Anchored = true
- o152.Size = Vector3.new(7.96000195, 89.2400055, 9.83999825)
- o152.CFrame = CFrame.new(142.738083, 45.1200027, 14.4695435, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o152.BottomSurface = Enum.SurfaceType.Smooth
- o152.TopSurface = Enum.SurfaceType.Smooth
- o152.Position = Vector3.new(142.738083, 45.1200027, 14.4695435)
- o153.Name = "FallDamage"
- o153.Parent = o152
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o153)
- end))
- o154.Name = "MinFallTime"
- o154.Parent = o153
- o154.Value = 0.6
- o155.Name = "R15FallDamage"
- o155.Parent = o152
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o155)
- end))
- o156.Name = "MinFallTime"
- o156.Parent = o155
- o156.Value = 0.6
- o157.Parent = mas
- o157.Material = Enum.Material.Concrete
- o157.Position = Vector3.new(-116.280441, 45.1200027, -28.9236755)
- o157.Anchored = true
- o157.Size = Vector3.new(7.96000195, 89.2400055, 9.83999825)
- o157.CFrame = CFrame.new(-116.280441, 45.1200027, -28.9236755, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o157.BottomSurface = Enum.SurfaceType.Smooth
- o157.TopSurface = Enum.SurfaceType.Smooth
- o157.Position = Vector3.new(-116.280441, 45.1200027, -28.9236755)
- o158.Name = "FallDamage"
- o158.Parent = o157
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o158)
- end))
- o159.Name = "MinFallTime"
- o159.Parent = o158
- o159.Value = 0.6
- o160.Name = "R15FallDamage"
- o160.Parent = o157
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o160)
- end))
- o161.Name = "MinFallTime"
- o161.Parent = o160
- o161.Value = 0.6
- o162.Parent = mas
- o162.Position = Vector3.new(-70.6551666, 28.9368057, -80.1985016)
- o162.Anchored = true
- o162.Size = Vector3.new(4, 1, 4)
- o162.CFrame = CFrame.new(-70.6551666, 28.9368057, -80.1985016, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o162.BottomSurface = Enum.SurfaceType.Smooth
- o162.TopSurface = Enum.SurfaceType.Smooth
- o162.Position = Vector3.new(-70.6551666, 28.9368057, -80.1985016)
- o163.Parent = o162
- o163.Texture = "rbxasset://textures/SpawnLocation.png"
- o163.Face = Enum.NormalId.Top
- o164.Parent = mas
- o164.BrickColor = BrickColor.new("Dark stone grey")
- o164.Position = Vector3.new(60.7776718, 0.555000007, -101.734039)
- o164.Rotation = Vector3.new(0, -45, 0)
- o164.Anchored = true
- o164.Size = Vector3.new(0.710038722, 0.109999999, 465.170197)
- o164.CFrame = CFrame.new(60.7776718, 0.555000007, -101.734039, 0.707106709, 0, -0.707106709, 0, 1, 0, 0.707106709, 0, 0.707106709)
- o164.BottomSurface = Enum.SurfaceType.Smooth
- o164.TopSurface = Enum.SurfaceType.Smooth
- o164.Color = Color3.new(0.388235, 0.372549, 0.384314)
- o164.Position = Vector3.new(60.7776718, 0.555000007, -101.734039)
- o165.Name = "FallDamage"
- o165.Parent = o164
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o165)
- end))
- o166.Name = "MinFallTime"
- o166.Parent = o165
- o166.Value = 0.6
- o167.Name = "R15FallDamage"
- o167.Parent = o164
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o167)
- end))
- o168.Name = "MinFallTime"
- o168.Parent = o167
- o168.Value = 0.6
- o169.Parent = mas
- o169.Material = Enum.Material.Concrete
- o169.Position = Vector3.new(72.1636353, 45.1200027, -121.755684)
- o169.Anchored = true
- o169.Size = Vector3.new(7.96000195, 89.2400055, 9.83999825)
- o169.CFrame = CFrame.new(72.1636353, 45.1200027, -121.755684, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o169.BottomSurface = Enum.SurfaceType.Smooth
- o169.TopSurface = Enum.SurfaceType.Smooth
- o169.Position = Vector3.new(72.1636353, 45.1200027, -121.755684)
- o170.Name = "FallDamage"
- o170.Parent = o169
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o170)
- end))
- o171.Name = "MinFallTime"
- o171.Parent = o170
- o171.Value = 0.6
- o172.Name = "R15FallDamage"
- o172.Parent = o169
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o172)
- end))
- o173.Name = "MinFallTime"
- o173.Parent = o172
- o173.Value = 0.6
- o174.Parent = mas
- o174.Material = Enum.Material.Concrete
- o174.Position = Vector3.new(-6.31703568, 45.1200027, 74.1521149)
- o174.Anchored = true
- o174.Size = Vector3.new(7.96000195, 89.2400055, 9.83999825)
- o174.CFrame = CFrame.new(-6.31703568, 45.1200027, 74.1521149, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o174.BottomSurface = Enum.SurfaceType.Smooth
- o174.TopSurface = Enum.SurfaceType.Smooth
- o174.Position = Vector3.new(-6.31703568, 45.1200027, 74.1521149)
- o175.Name = "FallDamage"
- o175.Parent = o174
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o175)
- end))
- o176.Name = "MinFallTime"
- o176.Parent = o175
- o176.Value = 0.6
- o177.Name = "R15FallDamage"
- o177.Parent = o174
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o177)
- end))
- o178.Name = "MinFallTime"
- o178.Parent = o177
- o178.Value = 0.6
- o179.Parent = mas
- o179.BrickColor = BrickColor.new("Dark stone grey")
- o179.Position = Vector3.new(190.719086, 0.555000007, -51.6178398)
- o179.Rotation = Vector3.new(0, -45, 0)
- o179.Anchored = true
- o179.Size = Vector3.new(255.350067, 0.109999999, 0.859967291)
- o179.CFrame = CFrame.new(190.719086, 0.555000007, -51.6178398, 0.707106709, 0, -0.707106709, 0, 1, 0, 0.707106709, 0, 0.707106709)
- o179.BottomSurface = Enum.SurfaceType.Smooth
- o179.TopSurface = Enum.SurfaceType.Smooth
- o179.Color = Color3.new(0.388235, 0.372549, 0.384314)
- o179.Position = Vector3.new(190.719086, 0.555000007, -51.6178398)
- o180.Name = "FallDamage"
- o180.Parent = o179
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o180)
- end))
- o181.Name = "MinFallTime"
- o181.Parent = o180
- o181.Value = 0.6
- o182.Name = "R15FallDamage"
- o182.Parent = o179
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o182)
- end))
- o183.Name = "MinFallTime"
- o183.Parent = o182
- o183.Value = 0.6
- o184.Parent = mas
- o184.Material = Enum.Material.Neon
- o184.BrickColor = BrickColor.new("Bright blue")
- o184.Transparency = 0.69999998807907
- o184.Position = Vector3.new(81.3700027, 12.8753376, 93.6200027)
- o184.Anchored = true
- o184.Size = Vector3.new(10.9799986, 11.2099991, 10.960001)
- o184.CFrame = CFrame.new(81.3700027, 12.8753376, 93.6200027, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o184.BottomSurface = Enum.SurfaceType.Smooth
- o184.TopSurface = Enum.SurfaceType.Smooth
- o184.Color = Color3.new(0.0509804, 0.411765, 0.67451)
- o184.Position = Vector3.new(81.3700027, 12.8753376, 93.6200027)
- o185.Name = "FallDamage"
- o185.Parent = o184
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o185)
- end))
- o186.Name = "MinFallTime"
- o186.Parent = o185
- o186.Value = 0.6
- o187.Name = "R15FallDamage"
- o187.Parent = o184
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o187)
- end))
- o188.Name = "MinFallTime"
- o188.Parent = o187
- o188.Value = 0.6
- o189.Parent = mas
- o189.Material = Enum.Material.Concrete
- o189.Position = Vector3.new(-17.8231354, 45.1200027, -28.9236755)
- o189.Anchored = true
- o189.Size = Vector3.new(7.96000195, 89.2400055, 9.83999825)
- o189.CFrame = CFrame.new(-17.8231354, 45.1200027, -28.9236755, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o189.BottomSurface = Enum.SurfaceType.Smooth
- o189.TopSurface = Enum.SurfaceType.Smooth
- o189.Position = Vector3.new(-17.8231354, 45.1200027, -28.9236755)
- o190.Name = "FallDamage"
- o190.Parent = o189
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o190)
- end))
- o191.Name = "MinFallTime"
- o191.Parent = o190
- o191.Value = 0.6
- o192.Name = "R15FallDamage"
- o192.Parent = o189
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o192)
- end))
- o193.Name = "MinFallTime"
- o193.Parent = o192
- o193.Value = 0.6
- o194.Parent = mas
- o194.Material = Enum.Material.Concrete
- o194.Position = Vector3.new(29.7244339, 45.1200027, -26.2388458)
- o194.Anchored = true
- o194.Size = Vector3.new(7.96000195, 89.2400055, 9.83999825)
- o194.CFrame = CFrame.new(29.7244339, 45.1200027, -26.2388458, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o194.BottomSurface = Enum.SurfaceType.Smooth
- o194.TopSurface = Enum.SurfaceType.Smooth
- o194.Position = Vector3.new(29.7244339, 45.1200027, -26.2388458)
- o195.Name = "FallDamage"
- o195.Parent = o194
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o195)
- end))
- o196.Name = "MinFallTime"
- o196.Parent = o195
- o196.Value = 0.6
- o197.Name = "R15FallDamage"
- o197.Parent = o194
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o197)
- end))
- o198.Name = "MinFallTime"
- o198.Parent = o197
- o198.Value = 0.6
- o199.Parent = mas
- o199.Material = Enum.Material.Concrete
- o199.Position = Vector3.new(130.535828, 45.1200027, 74.1521149)
- o199.Anchored = true
- o199.Size = Vector3.new(7.96000195, 89.2400055, 9.83999825)
- o199.CFrame = CFrame.new(130.535828, 45.1200027, 74.1521149, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o199.BottomSurface = Enum.SurfaceType.Smooth
- o199.TopSurface = Enum.SurfaceType.Smooth
- o199.Position = Vector3.new(130.535828, 45.1200027, 74.1521149)
- o200.Name = "FallDamage"
- o200.Parent = o199
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o200)
- end))
- o201.Name = "MinFallTime"
- o201.Parent = o200
- o201.Value = 0.6
- o202.Name = "R15FallDamage"
- o202.Parent = o199
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o202)
- end))
- o203.Name = "MinFallTime"
- o203.Parent = o202
- o203.Value = 0.6
- o204.Parent = mas
- o204.Material = Enum.Material.Concrete
- o204.Position = Vector3.new(65.0439682, 45.1200027, -77.5956879)
- o204.Anchored = true
- o204.Size = Vector3.new(7.96000195, 89.2400055, 9.83999825)
- o204.CFrame = CFrame.new(65.0439682, 45.1200027, -77.5956879, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o204.BottomSurface = Enum.SurfaceType.Smooth
- o204.TopSurface = Enum.SurfaceType.Smooth
- o204.Position = Vector3.new(65.0439682, 45.1200027, -77.5956879)
- o205.Name = "FallDamage"
- o205.Parent = o204
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o205)
- end))
- o206.Name = "MinFallTime"
- o206.Parent = o205
- o206.Value = 0.6
- o207.Name = "R15FallDamage"
- o207.Parent = o204
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o207)
- end))
- o208.Name = "MinFallTime"
- o208.Parent = o207
- o208.Value = 0.6
- o209.Parent = mas
- o209.Material = Enum.Material.Concrete
- o209.Position = Vector3.new(-148.426727, 45.1200027, -77.5956879)
- o209.Anchored = true
- o209.Size = Vector3.new(7.96000195, 89.2400055, 9.83999825)
- o209.CFrame = CFrame.new(-148.426727, 45.1200027, -77.5956879, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o209.BottomSurface = Enum.SurfaceType.Smooth
- o209.TopSurface = Enum.SurfaceType.Smooth
- o209.Position = Vector3.new(-148.426727, 45.1200027, -77.5956879)
- o210.Name = "FallDamage"
- o210.Parent = o209
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o210)
- end))
- o211.Name = "MinFallTime"
- o211.Parent = o210
- o211.Value = 0.6
- o212.Name = "R15FallDamage"
- o212.Parent = o209
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o212)
- end))
- o213.Name = "MinFallTime"
- o213.Parent = o212
- o213.Value = 0.6
- o214.Parent = mas
- o214.Material = Enum.Material.Concrete
- o214.Position = Vector3.new(-185.743347, 45.1200027, -108.576645)
- o214.Anchored = true
- o214.Size = Vector3.new(7.96000195, 89.2400055, 9.83999825)
- o214.CFrame = CFrame.new(-185.743347, 45.1200027, -108.576645, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o214.BottomSurface = Enum.SurfaceType.Smooth
- o214.TopSurface = Enum.SurfaceType.Smooth
- o214.Position = Vector3.new(-185.743347, 45.1200027, -108.576645)
- o215.Name = "FallDamage"
- o215.Parent = o214
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o215)
- end))
- o216.Name = "MinFallTime"
- o216.Parent = o215
- o216.Value = 0.6
- o217.Name = "R15FallDamage"
- o217.Parent = o214
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o217)
- end))
- o218.Name = "MinFallTime"
- o218.Parent = o217
- o218.Value = 0.6
- o219.Parent = mas
- o219.Material = Enum.Material.Concrete
- o219.Position = Vector3.new(-12.3157883, 45.1200027, -145.092743)
- o219.Anchored = true
- o219.Size = Vector3.new(7.96000195, 89.2400055, 9.83999825)
- o219.CFrame = CFrame.new(-12.3157883, 45.1200027, -145.092743, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o219.BottomSurface = Enum.SurfaceType.Smooth
- o219.TopSurface = Enum.SurfaceType.Smooth
- o219.Position = Vector3.new(-12.3157883, 45.1200027, -145.092743)
- o220.Name = "FallDamage"
- o220.Parent = o219
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o220)
- end))
- o221.Name = "MinFallTime"
- o221.Parent = o220
- o221.Value = 0.6
- o222.Name = "R15FallDamage"
- o222.Parent = o219
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o222)
- end))
- o223.Name = "MinFallTime"
- o223.Parent = o222
- o223.Value = 0.6
- o224.Parent = mas
- o224.Material = Enum.Material.Neon
- o224.BrickColor = BrickColor.new("Bright blue")
- o224.Transparency = 0.69999998807907
- o224.Position = Vector3.new(142.770004, 37.9500656, 93.8700027)
- o224.Anchored = true
- o224.Size = Vector3.new(10.9799986, 11.2099991, 10.960001)
- o224.CFrame = CFrame.new(142.770004, 37.9500656, 93.8700027, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o224.BottomSurface = Enum.SurfaceType.Smooth
- o224.TopSurface = Enum.SurfaceType.Smooth
- o224.Color = Color3.new(0.0509804, 0.411765, 0.67451)
- o224.Position = Vector3.new(142.770004, 37.9500656, 93.8700027)
- o225.Name = "FallDamage"
- o225.Parent = o224
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o225)
- end))
- o226.Name = "MinFallTime"
- o226.Parent = o225
- o226.Value = 0.6
- o227.Name = "R15FallDamage"
- o227.Parent = o224
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o227)
- end))
- o228.Name = "MinFallTime"
- o228.Parent = o227
- o228.Value = 0.6
- o229.Parent = mas
- o229.Material = Enum.Material.Concrete
- o229.Position = Vector3.new(-127.329193, 45.1200027, -145.092743)
- o229.Anchored = true
- o229.Size = Vector3.new(7.96000195, 89.2400055, 9.83999825)
- o229.CFrame = CFrame.new(-127.329193, 45.1200027, -145.092743, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o229.BottomSurface = Enum.SurfaceType.Smooth
- o229.TopSurface = Enum.SurfaceType.Smooth
- o229.Position = Vector3.new(-127.329193, 45.1200027, -145.092743)
- o230.Name = "FallDamage"
- o230.Parent = o229
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o230)
- end))
- o231.Name = "MinFallTime"
- o231.Parent = o230
- o231.Value = 0.6
- o232.Name = "R15FallDamage"
- o232.Parent = o229
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o232)
- end))
- o233.Name = "MinFallTime"
- o233.Parent = o232
- o233.Value = 0.6
- o234.Parent = mas
- o234.Material = Enum.Material.Concrete
- o234.BrickColor = BrickColor.new("Dark stone grey")
- o234.Position = Vector3.new(-40.5106659, 8.9849987, -129.106247)
- o234.Rotation = Vector3.new(0, 27, 0)
- o234.Anchored = true
- o234.Size = Vector3.new(22.0500011, 17.9699974, 2)
- o234.CFrame = CFrame.new(-40.5106659, 8.9849987, -129.106247, 0.89100641, 0, 0.453990519, 0, 1, 0, -0.453990519, 0, 0.89100641)
- o234.BottomSurface = Enum.SurfaceType.Smooth
- o234.TopSurface = Enum.SurfaceType.Smooth
- o234.Color = Color3.new(0.388235, 0.372549, 0.384314)
- o234.Position = Vector3.new(-40.5106659, 8.9849987, -129.106247)
- o235.Name = "FallDamage"
- o235.Parent = o234
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o235)
- end))
- o236.Name = "MinFallTime"
- o236.Parent = o235
- o236.Value = 0.6
- o237.Name = "R15FallDamage"
- o237.Parent = o234
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o237)
- end))
- o238.Name = "MinFallTime"
- o238.Parent = o237
- o238.Value = 0.6
- o239.Parent = mas
- o239.BrickColor = BrickColor.new("Dark stone grey")
- o239.Position = Vector3.new(126.816643, 0.555000007, 11.5886269)
- o239.Rotation = Vector3.new(0, -45, 0)
- o239.Anchored = true
- o239.Size = Vector3.new(0.710038722, 0.109999999, 465.170197)
- o239.CFrame = CFrame.new(126.816643, 0.555000007, 11.5886269, 0.707106709, 0, -0.707106709, 0, 1, 0, 0.707106709, 0, 0.707106709)
- o239.BottomSurface = Enum.SurfaceType.Smooth
- o239.TopSurface = Enum.SurfaceType.Smooth
- o239.Color = Color3.new(0.388235, 0.372549, 0.384314)
- o239.Position = Vector3.new(126.816643, 0.555000007, 11.5886269)
- o240.Name = "FallDamage"
- o240.Parent = o239
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o240)
- end))
- o241.Name = "MinFallTime"
- o241.Parent = o240
- o241.Value = 0.6
- o242.Name = "R15FallDamage"
- o242.Parent = o239
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o242)
- end))
- o243.Name = "MinFallTime"
- o243.Parent = o242
- o243.Value = 0.6
- o244.Parent = mas
- o244.Material = Enum.Material.Concrete
- o244.Position = Vector3.new(-22.2131042, 76.0550003, -5.96987772)
- o244.Anchored = true
- o244.Size = Vector3.new(74.6799774, 0.0500000007, 11.8200006)
- o244.CFrame = CFrame.new(-22.2131042, 76.0550003, -5.96987772, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o244.BottomSurface = Enum.SurfaceType.Smooth
- o244.TopSurface = Enum.SurfaceType.Smooth
- o244.Position = Vector3.new(-22.2131042, 76.0550003, -5.96987772)
- o245.Name = "FallDamage"
- o245.Parent = o244
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o245)
- end))
- o246.Name = "MinFallTime"
- o246.Parent = o245
- o246.Value = 0.6
- o247.Name = "R15FallDamage"
- o247.Parent = o244
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o247)
- end))
- o248.Name = "MinFallTime"
- o248.Parent = o247
- o248.Value = 0.6
- o249.Parent = mas
- o249.Material = Enum.Material.Concrete
- o249.Position = Vector3.new(-112.128052, 76.0550003, -57.5199509)
- o249.Anchored = true
- o249.Size = Vector3.new(110.62989, 0.0500000007, 12.3800058)
- o249.CFrame = CFrame.new(-112.128052, 76.0550003, -57.5199509, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o249.BottomSurface = Enum.SurfaceType.Smooth
- o249.TopSurface = Enum.SurfaceType.Smooth
- o249.Position = Vector3.new(-112.128052, 76.0550003, -57.5199509)
- o250.Name = "FallDamage"
- o250.Parent = o249
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o250)
- end))
- o251.Name = "MinFallTime"
- o251.Parent = o250
- o251.Value = 0.6
- o252.Name = "R15FallDamage"
- o252.Parent = o249
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o252)
- end))
- o253.Name = "MinFallTime"
- o253.Parent = o252
- o253.Value = 0.6
- o254.Parent = mas
- o254.Material = Enum.Material.Concrete
- o254.Position = Vector3.new(9.01189995, 76.0550003, 3.47013474)
- o254.Anchored = true
- o254.Size = Vector3.new(12.229969, 0.0500000007, 250.480011)
- o254.CFrame = CFrame.new(9.01189995, 76.0550003, 3.47013474, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o254.BottomSurface = Enum.SurfaceType.Smooth
- o254.TopSurface = Enum.SurfaceType.Smooth
- o254.Position = Vector3.new(9.01189995, 76.0550003, 3.47013474)
- o255.Name = "FallDamage"
- o255.Parent = o254
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o255)
- end))
- o256.Name = "MinFallTime"
- o256.Parent = o255
- o256.Value = 0.6
- o257.Name = "R15FallDamage"
- o257.Parent = o254
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o257)
- end))
- o258.Name = "MinFallTime"
- o258.Parent = o257
- o258.Value = 0.6
- o259.Parent = mas
- o259.Material = Enum.Material.Concrete
- o259.Position = Vector3.new(-64.9130707, 76.0550003, -30.9048882)
- o259.Anchored = true
- o259.Size = Vector3.new(16.1998959, 0.0500000007, 332.930084)
- o259.CFrame = CFrame.new(-64.9130707, 76.0550003, -30.9048882, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o259.BottomSurface = Enum.SurfaceType.Smooth
- o259.TopSurface = Enum.SurfaceType.Smooth
- o259.Position = Vector3.new(-64.9130707, 76.0550003, -30.9048882)
- o260.Name = "FallDamage"
- o260.Parent = o259
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o260)
- end))
- o261.Name = "MinFallTime"
- o261.Parent = o260
- o261.Value = 0.6
- o262.Name = "R15FallDamage"
- o262.Parent = o259
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o262)
- end))
- o263.Name = "MinFallTime"
- o263.Parent = o262
- o263.Value = 0.6
- o264.Parent = mas
- o264.Material = Enum.Material.Concrete
- o264.Position = Vector3.new(178.87645, 44.5, -12.5498657)
- o264.Anchored = true
- o264.Size = Vector3.new(1, 90, 286.5)
- o264.CFrame = CFrame.new(178.87645, 44.5, -12.5498657, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o264.BottomSurface = Enum.SurfaceType.Smooth
- o264.TopSurface = Enum.SurfaceType.Smooth
- o264.Position = Vector3.new(178.87645, 44.5, -12.5498657)
- o265.Name = "FallDamage"
- o265.Parent = o264
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o265)
- end))
- o266.Name = "MinFallTime"
- o266.Parent = o265
- o266.Value = 0.6
- o267.Name = "R15FallDamage"
- o267.Parent = o264
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o267)
- end))
- o268.Name = "MinFallTime"
- o268.Parent = o267
- o268.Value = 0.6
- o269.Parent = mas
- o269.Material = Enum.Material.Concrete
- o269.Position = Vector3.new(-185.832169, 44.5, -12.7998657)
- o269.Anchored = true
- o269.Size = Vector3.new(4, 90, 284)
- o269.CFrame = CFrame.new(-185.832169, 44.5, -12.7998657, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o269.BottomSurface = Enum.SurfaceType.Smooth
- o269.TopSurface = Enum.SurfaceType.Smooth
- o269.Position = Vector3.new(-185.832169, 44.5, -12.7998657)
- o270.Name = "FallDamage"
- o270.Parent = o269
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o270)
- end))
- o271.Name = "MinFallTime"
- o271.Parent = o270
- o271.Value = 0.6
- o272.Name = "R15FallDamage"
- o272.Parent = o269
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o272)
- end))
- o273.Name = "MinFallTime"
- o273.Parent = o272
- o273.Value = 0.6
- o274.Parent = mas
- o274.Material = Enum.Material.Concrete
- o274.Position = Vector3.new(-5.12312317, 44.5, 128.77861)
- o274.Anchored = true
- o274.Size = Vector3.new(364.620026, 90, 1)
- o274.CFrame = CFrame.new(-5.12312317, 44.5, 128.77861, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o274.BottomSurface = Enum.SurfaceType.Smooth
- o274.TopSurface = Enum.SurfaceType.Smooth
- o274.Position = Vector3.new(-5.12312317, 44.5, 128.77861)
- o275.Name = "FallDamage"
- o275.Parent = o274
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o275)
- end))
- o276.Name = "MinFallTime"
- o276.Parent = o275
- o276.Value = 0.6
- o277.Name = "R15FallDamage"
- o277.Parent = o274
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o277)
- end))
- o278.Name = "MinFallTime"
- o278.Parent = o277
- o278.Value = 0.6
- o279.Parent = mas
- o279.Material = Enum.Material.Concrete
- o279.Position = Vector3.new(-4.56488609, 0, -13.0149403)
- o279.Anchored = true
- o279.Size = Vector3.new(367.210205, 1, 283.729858)
- o279.CFrame = CFrame.new(-4.56488609, 0, -13.0149403, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o279.BottomSurface = Enum.SurfaceType.Smooth
- o279.TopSurface = Enum.SurfaceType.Smooth
- o279.Position = Vector3.new(-4.56488609, 0, -13.0149403)
- o280.Name = "FIRST Minecraft lava"
- o280.Parent = o279
- o280.Texture = "http://www.roblox.com/asset/?id=83226723"
- o280.Face = Enum.NormalId.Back
- o281.Name = "FIRST Minecraft lava"
- o281.Parent = o279
- o281.Texture = "http://www.roblox.com/asset/?id=83226723"
- o281.Face = Enum.NormalId.Left
- o282.Name = "FallDamage"
- o282.Parent = o279
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o282)
- end))
- o283.Name = "MinFallTime"
- o283.Parent = o282
- o283.Value = 0.6
- o284.Name = "R15FallDamage"
- o284.Parent = o279
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o284)
- end))
- o285.Name = "MinFallTime"
- o285.Parent = o284
- o285.Value = 0.6
- o286.Parent = mas
- o286.Material = Enum.Material.Concrete
- o286.Position = Vector3.new(-2.21308899, 90.6850204, -13.3878021)
- o286.Anchored = true
- o286.Size = Vector3.new(364.699982, 2.47000003, 283.799652)
- o286.CFrame = CFrame.new(-2.21308899, 90.6850204, -13.3878021, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- o286.BottomSurface = Enum.SurfaceType.Smooth
- o286.TopSurface = Enum.SurfaceType.Smooth
- o286.Position = Vector3.new(-2.21308899, 90.6850204, -13.3878021)
- o287.Name = "FallDamage"
- o287.Parent = o286
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o287)
- end))
- o288.Name = "MinFallTime"
- o288.Parent = o287
- o288.Value = 0.6
- o289.Name = "R15FallDamage"
- o289.Parent = o286
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o289)
- end))
- o290.Name = "MinFallTime"
- o290.Parent = o289
- o290.Value = 0.6
- o291.Parent = mas
- o291.Material = Enum.Material.Neon
- o291.BrickColor = BrickColor.new("Bright blue")
- o291.Position = Vector3.new(124.066559, 6.10500002, 106.772552)
- o291.Rotation = Vector3.new(0, 37, 0)
- o291.Anchored = true
- o291.Size = Vector3.new(10.9799986, 11.2099991, 10.960001)
- o291.CFrame = CFrame.new(124.066559, 6.10500002, 106.772552, 0.798635542, 0, 0.601814985, 0, 1, 0, -0.601814985, 0, 0.798635542)
- o291.BottomSurface = Enum.SurfaceType.Smooth
- o291.TopSurface = Enum.SurfaceType.Smooth
- o291.Color = Color3.new(0.0509804, 0.411765, 0.67451)
- o291.Position = Vector3.new(124.066559, 6.10500002, 106.772552)
- o292.Name = "FallDamage"
- o292.Parent = o291
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o292)
- end))
- o293.Name = "MinFallTime"
- o293.Parent = o292
- o293.Value = 0.6
- o294.Name = "R15FallDamage"
- o294.Parent = o291
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o294)
- end))
- o295.Name = "MinFallTime"
- o295.Parent = o294
- o295.Value = 0.6
- o296.Parent = mas
- o296.Material = Enum.Material.Neon
- o296.BrickColor = BrickColor.new("Bright blue")
- o296.Position = Vector3.new(124.926559, 6.10500002, 38.0974426)
- o296.Rotation = Vector3.new(0, 37, 0)
- o296.Anchored = true
- o296.Size = Vector3.new(10.9799986, 11.2099991, 10.960001)
- o296.CFrame = CFrame.new(124.926559, 6.10500002, 38.0974426, 0.798635542, 0, 0.601814985, 0, 1, 0, -0.601814985, 0, 0.798635542)
- o296.BottomSurface = Enum.SurfaceType.Smooth
- o296.TopSurface = Enum.SurfaceType.Smooth
- o296.Color = Color3.new(0.0509804, 0.411765, 0.67451)
- o296.Position = Vector3.new(124.926559, 6.10500002, 38.0974426)
- o297.Name = "FallDamage"
- o297.Parent = o296
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o297)
- end))
- o298.Name = "MinFallTime"
- o298.Parent = o297
- o298.Value = 0.6
- o299.Name = "R15FallDamage"
- o299.Parent = o296
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o299)
- end))
- o300.Name = "MinFallTime"
- o300.Parent = o299
- o300.Value = 0.6
- o301.Parent = mas
- o301.BrickColor = BrickColor.new("Dark stone grey")
- o301.Position = Vector3.new(-109.882553, 0.555000007, 55.7458344)
- o301.Rotation = Vector3.new(0, -45, 0)
- o301.Anchored = true
- o301.Size = Vector3.new(208.870087, 0.109999999, 1.11000037)
- o301.CFrame = CFrame.new(-109.882553, 0.555000007, 55.7458344, 0.707106709, 0, -0.707106709, 0, 1, 0, 0.707106709, 0, 0.707106709)
- o301.BottomSurface = Enum.SurfaceType.Smooth
- o301.TopSurface = Enum.SurfaceType.Smooth
- o301.Color = Color3.new(0.388235, 0.372549, 0.384314)
- o301.Position = Vector3.new(-109.882553, 0.555000007, 55.7458344)
- o302.Name = "FallDamage"
- o302.Parent = o301
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o302)
- end))
- o303.Name = "MinFallTime"
- o303.Parent = o302
- o303.Value = 0.6
- o304.Name = "R15FallDamage"
- o304.Parent = o301
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o304)
- end))
- o305.Name = "MinFallTime"
- o305.Parent = o304
- o305.Value = 0.6
- o306.Parent = mas
- o306.Material = Enum.Material.Concrete
- o306.BrickColor = BrickColor.new("Dark stone grey")
- o306.Position = Vector3.new(2.67598677, 8.9849987, -102.722176)
- o306.Rotation = Vector3.new(0, -18, 0)
- o306.Anchored = true
- o306.Size = Vector3.new(22.0500011, 17.9699974, 2)
- o306.CFrame = CFrame.new(2.67598677, 8.9849987, -102.722176, 0.951054335, 0, -0.309016317, 0, 1, 0, 0.309016317, 0, 0.951054335)
- o306.BottomSurface = Enum.SurfaceType.Smooth
- o306.TopSurface = Enum.SurfaceType.Smooth
- o306.Color = Color3.new(0.388235, 0.372549, 0.384314)
- o306.Position = Vector3.new(2.67598677, 8.9849987, -102.722176)
- o307.Name = "FallDamage"
- o307.Parent = o306
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.Torso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.Torso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o307)
- end))
- o308.Name = "MinFallTime"
- o308.Parent = o307
- o308.Value = 0.6
- o309.Name = "R15FallDamage"
- o309.Parent = o306
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- fallTime = 0
- while true do
- x = wait()
- if script.Parent.UpperTorso.Velocity.Y <= -10 then --Finds whether or not the player has begun falling and starts a timer
- fallTime = fallTime + x
- end
- if script.Parent.UpperTorso.Velocity.Y > -10 then --Finds when the player has stopped falling
- if fallTime >=script.MinFallTime.Value then --Finds whether or not the player has been falling long enough to take damage
- script.Parent.Humanoid:TakeDamage(fallTime * 25) --Deals damage directly proportional to falling time; can simply change the 50 to another factor balance it differently
- end
- fallTime = 0
- end
- end
- end,o309)
- end))
- o310.Name = "MinFallTime"
- o310.Parent = o309
- o310.Value = 0.6
- mas.Parent = workspace
- mas:MakeJoints()
- local mas1 = mas:GetChildren()
- for i=1,#mas1 do
- mas1[i].Parent = workspace
- ypcall(function() mas1[i]:MakeJoints() end)
- end
- mas:Destroy()
- for i=1,#cors do
- coroutine.resume(cors[i])
- end
- game:GetService("Lighting").Ambient = Color3.new(0.541176, 0.541176, 0.541176)
- game:GetService("Lighting").Brightness = 2
- game:GetService("Lighting").ColorShift_Bottom = Color3.new(0, 0, 0)
- game:GetService("Lighting").ColorShift_Top = Color3.new(0, 0, 0)
- game:GetService("Lighting").GlobalShadows = true
- game:GetService("Lighting").OutdoorAmbient = Color3.new(0.501961, 0.501961, 0.501961)
- game:GetService("Lighting").Outlines = false
- game:GetService("Lighting").GeographicLatitude = 41.733299255371
- game:GetService("Lighting").TimeOfDay = "14:00:00"
- game:GetService("Lighting").FogColor = Color3.new(0.752941, 0.752941, 0.752941)
- game:GetService("Lighting").FogEnd = 100000
- game:GetService("Lighting").FogStart = 0
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