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- spawn(function()
- while true do game:GetService("RunService").Heartbeat:wait()
- for i,v in pairs(game.Players:GetPlayers()) do
- if v == game.Players.LocalPlayer == false then
- game.Players.LocalPlayer.MaximumSimulationRadius = math.pow(math.huge,math.huge)*math.huge
- game.Players.LocalPlayer.SimulationRadius = math.pow(math.huge,math.huge)*math.huge
- v.MaximumSimulationRadius = 0
- v.SimulationRadius = 0
- game:GetService("RunService").Stepped:wait()
- end
- end
- end
- end)
- local Player = game:GetService("Players").LocalPlayer
- local Players = game:GetService("Players")
- local HatList = {}
- local i = 0
- for _,l in pairs(Player.Character:GetChildren()) do
- if l:IsA("Accessory") then if i>0 then l.Parent = workspace end i = i + 1 end;
- end
- wait(.1)
- for _,v in pairs(workspace:GetDescendants()) do
- if v.Name == "Handle" and v:IsA("BasePart") and v.Parent:IsA("Accessory") and v:IsDescendantOf(Player.Character)==false and Players:GetPlayerFromCharacter(v.Parent.Parent)==nil then
- table.insert(HatList,v)
- end
- end
- for _,hat in pairs(HatList) do
- hat.Parent = workspace
- hat.Position = Player.Character.HumanoidRootPart.Position + Player.Character.HumanoidRootPart.CFrame.lookVector * 5
- local BodyPos = Instance.new("BodyPosition",hat)
- local BodyAng = Instance.new("BodyAngularVelocity",hat)
- BodyAng.AngularVelocity = Vector3.new(0,9e12,0)
- BodyAng.P = 9e12
- BodyPos.MaxForce = Vector3.new(9e9,9e9,9e9)
- BodyPos.P = 9e8
- spawn(function()
- while wait() do
- if pcall(function()
- hat.CanCollide = false
- BodyPos.Position = Player.Character.HumanoidRootPart.Position + Vector3.new(math.random(-2,2),math.random(-2,2),math.random(-2,2))
- end) then
- else
- BodyPos:Destroy()
- hat.CanCollide = true
- end
- end
- end)
- end
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