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--MADE BY OneLegend (NOT THE SCRIPT) Thanks to TheRedAngel for letting me add. Feel free to take his model too. http://www.roblox.com/TheRedAngels-SB-Gift-NEW-SCRIPTS-item?id=88063410 --LOCAL SCRIPT: JUST RUN! Players = game:GetService("Players") Me = Players.LocalPlayer Char = Me.Character Neck0 = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) Neck1 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) Selected = false Attacking = false Running = false Debounce = true Hurt = false ModelName = "Weapon" ToolName = "Weapon" Speed = 25 Attacks = {"q", "e"} Find = function(tab, arg) for _,v in pairs(tab) do if v==arg then return true end end return false end ContentProvider = game:GetService("ContentProvider") V3 = Vector3.new C3 = Color3.new BN = BrickColor.new CN = CFrame.new CA = CFrame.Angles MR = math.rad MRA = math.random MP = math.pi MH = math.huge UD = UDim2.new function RC(Pos, Dir, Max, Ignore) return workspace:FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999)), Ignore) end function RayC(Start, En, MaxDist, Ignore) return RC(Start, (En - Start), MaxDist, Ignore) end function ComputePos(pos1, pos2) return CN(pos1, V3(pos2.x, pos1.y, pos2.z)) end function DetectSurface(pos, part) local surface = nil local pospos = part.CFrame local pos2 = pospos:pointToObjectSpace(pos) local siz = part.Size local shaep = part.Shape if shaep == Enum.PartType.Ball or shaep == Enum.PartType.Cylinder then surface = {"Anything", CN(pospos.p, pos)*CN(0, 0, -(pospos.p - pos).magnitude)*CA(MR(-90), 0, 0)} else if pos2.Y > ((siz.Y/2)-0.04) then surface = {"Top", CA(0, 0, 0)} elseif pos2.Y < -((siz.Y/2)-0.04) then surface = {"Bottom", CA(-MP, 0, 0)} elseif pos2.X > ((siz.X/2)-0.04) then surface = {"Right", CA(0, 0, MR(-90))} elseif pos2.X < -((siz.X/2)-0.04) then surface = {"Left", CA(0, 0, MR(90))} elseif pos2.Z > ((siz.Z/2)-0.04) then surface = {"Back", CA(MR(90), 0, 0)} elseif pos2.Z < -((siz.Z/2)-0.04) then surface = {"Front", CA(MR(-90), 0, 0)} end end return surface end function Compute(pos1, pos2) local pos3 = Vector3.new(pos2.x, pos1.y, pos2.z) return CN(pos1, pos3) end function waitChild(n, p) local c = p:findFirstChild(n) if c then return c end while true do c = p.ChildAdded:wait() if c.Name == n then return c end end end function Notime(func) coroutine.resume(coroutine.create(function() func() end)) end Torso = waitChild("Torso", Char) Head = waitChild("Head", Char) Rarm = waitChild("Right Arm", Char) Larm = waitChild("Left Arm", Char) Rleg = waitChild("Right Leg", Char) Lleg = waitChild("Left Leg", Char) Neck = waitChild("Neck", Torso) Hum = waitChild("Humanoid", Char) RSH = waitChild("Right Shoulder", Torso) LSH = waitChild("Left Shoulder", Torso) RH = waitChild("Right Hip", Torso) LH = waitChild("Left Hip", Torso) RSH.Part0 = Torso LSH.Part0 = Torso RH.Part0 = Torso LH.Part0 = Torso Add = { Mesh = function(P, Type, ID, Scale, Tex) local m = Instance.new("SpecialMesh") m.MeshType = Type or "Head" m.MeshId = ID or "" m.Scale = Scale or V3(1, 1, 1) m.TextureId = Tex or "" m.Parent = P return m end, Cylinder = function(P, Scale) local m = Instance.new("CylinderMesh") m.Scale = Scale or V3(1, 1, 1) m.Parent = P return m end, Block = function(P, Scale) local m = Instance.new("BlockMesh") m.Scale = Scale or V3(1, 1, 1) m.Parent = P return m end, BP = function(P, Pos, Power) local bp = Instance.new("BodyPosition") bp.P = Power bp.position = Pos bp.maxForce = V3(MH, MH, MH) bp.Parent = P return bp end, } Sounds = { Shoot = {Id = "http://www.roblox.com/asset/?id=2697431", Pitch = 0.3, Volume = 0.5}, Boom = {Id = "http://www.roblox.com/asset/?id=2692806", Pitch = 0.55, Volume = 0.4}, Slash = {Id = "rbxasset://sounds//swordslash.wav", Pitch = 0.5, Volume = 0.5}, Hit = {Id = "http://www.roblox.com/asset/?id=2801263", Pitch = 0.85, Volume = 0.35}, Reload = {Id = "rbxasset://sounds\\metal.ogg", Pitch = 1, Volume = 0.45}, } for _,v in pairs(Sounds) do ContentProvider:Preload(v.Id) end function PlaySound(Sound, bool) local s = Instance.new("Sound") s.Looped = false s.Volume = Sound.Volume s.SoundId = Sound.Id if bool then s.Pitch = MRA((Sound.Pitch*0.75)*1000, (Sound.Pitch*1.15)*1000)/1000 else s.Pitch = Sound.Pitch end s.PlayOnRemove = true s.Parent = Torso Notime(function() wait() s.Parent = nil end) end function GetParts(pos, dist) local parts = {} local function o(p) for _,v in pairs(p:children()) do if v:IsA("BasePart") then if (pos - v.Position).magnitude <= dist then table.insert(parts, {v, (pos - v.Position).magnitude, v.Anchored}) end end o(v) end end o(workspace) return parts end function GetHum(P) for _,v in pairs(P:children()) do if v:IsA("Humanoid") then if v.Health > 0 then return v end end end end function GetGroup(Pos, Distance, Hit) local tab = {} for _,v in pairs(workspace:children()) do local h = GetHum(v) local t = v:findFirstChild("Torso") if h and t and v ~= Hit.Parent then if (t.Position - Pos).magnitude <= Distance then table.insert(tab, {h, v, (t.Position - Pos).magnitude}) end end end if Hit then local h = GetHum(Hit.Parent) if h then table.insert(tab, {h, Hit.Parent, 0}) end end return tab end function Part(Par, Anc, Colli, Tran, Ref, Col, Siz) local p = Instance.new("Part") p.formFactor = "Custom" p.TopSurface = 0 p.BottomSurface = 0 p.Transparency = Tran p.Reflectance = Ref p.Anchored = Anc p.CanCollide = Colli p.BrickColor = Col p.Size = Siz p.Locked = true p.Parent = Par p:BreakJoints() return p end function Weld(P0, P1, C0, C1) local w = Instance.new("Weld") w.Part0 = P0 w.Part1 = P1 if C0 then w.C0 = C0 end if C1 then w.C1 = C1 end w.Parent = P0 return w end for _,v in pairs(Char:children()) do if v.Name == ModelName then v:remove() end end Model = Instance.new("Model") Model.Name = ModelName FTorso = Part(Model, false, false, 1, 0, Torso.BrickColor, V3(2, 2, 1)) FW = Weld(Torso, FTorso) RAB = Part(Model, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2)) LAB = Part(Model, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2)) RLB = Part(Model, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2)) LLB = Part(Model, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2)) RABW = Weld(Torso, RAB, CN(), CN(-1.5, -0.5, 0)) LABW = Weld(Torso, LAB, CN(), CN(1.5, -0.5, 0)) RLBW = Weld(Torso, RLB, CN(), CN(-0.5, 1, 0)) LLBW = Weld(Torso, LLB, CN(), CN(0.5, 1, 0)) RAW = Weld(RAB, nil, CN(), CN(0, 0.5, 0)) LAW = Weld(LAB, nil, CN(), CN(0, 0.5, 0)) RLW = Weld(RLB, nil, CN(), CN(0, 1, 0)) LLW = Weld(LLB, nil, CN(), CN(0, 1, 0)) FNeck = Weld(FTorso, nil, CN(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0), CN(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)) TW = Weld(Torso, nil, CN(0.7, 0.8, 1.2), CA(0, MR(180), MR(55))) Weapon = Instance.new("Model") Weapon.Name = "Weapon" HBR = Part(Weapon, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2)) HBWR = Weld(Rarm, HBR, CN(0, -0.9, 0), CA(MR(90), 0, 0)) HWR = Weld(HBR, nil) HBL = Part(Weapon, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2)) HBWL = Weld(Larm, HBL, CN(0, -0.9, 0), CA(MR(90), 0, 0)) HWL = Weld(HBL, nil) Limbs = {Rarm = {RAW, Rarm}, Larm = {LAW, Larm}, Rleg = {RLW, Rleg}, Lleg = {LLW, Lleg}, } function Atta(Lol) Lol[1].Part1 = Lol[2] end function MakeKnife(Arm) local Parts = {} local Handle = Part(Weapon, false, false, 0, 0, BN("Navy blue"), V3(0.35, 1.1, 0.35)) local Derp = Part(Weapon, false, false, 0, 0, BN("Really black"), V3(0.6, 0.2, 0.6)) local Blade1 = Part(Weapon, false, false, 0, 0, BN("Deep orange"), V3(0.2, 0.5, 0.3)) local Blade2 = Part(Weapon, false, false, 0, 0, BN("Deep orange"), V3(0.2, 0.4, 0.4)) local Blade3 = Part(Weapon, false, false, 0, 0, BN("Deep orange"), V3(0.2, 0.8, 0.4)) local Blade4 = Part(Weapon, false, false, 0, 0, BN("Deep orange"), V3(0.2, 0.7, 0.4)) Add.Mesh(Handle) Add.Cylinder(Derp) Add.Block(Blade1) Add.Block(Blade2) Add.Block(Blade3) Add.Mesh(Blade4, "Wedge") Arm.Part1 = Handle Weld(Handle, Derp, CN(0, -0.5, 0)) Weld(Derp, Blade1, CN(0, -0.25, 0)) Weld(Blade1, Blade2, CN(0, -0.25, -0.04), CA(MR(5), 0, 0)) Weld(Blade2, Blade3, CN(0, -0.55, 0.08), CA(MR(12), 0, 0)) Weld(Blade3, Blade4, CN(0, -0.68, 0.075), CA(MR(-15)+MP, MP, 0)) Parts.Handle = Handle Parts.Derp = Derp Parts.Blades = {Blade1, Blade2, Blade3, Blade4} return Parts end MakeKnife(HWR) MakeKnife(HWL) function Show_Damage(P, D) local mo = Instance.new("Model") mo.Name = D local p = Part(mo, false, false, 0, 0, BN("Bright red"), V3(0.2, 0.2, 0.2)) p.Name = "Head" local m = Instance.new("SpecialMesh") m.MeshType = "Brick" m.Scale = Vector3.new(4.5, 2.3, 4.5) m.Parent = p local bp = Instance.new("BodyPosition", p) bp.maxForce = V3(MH, MH, MH) bp.P = 9001 bp.position = CN(P) * CN(0, 1.5, 0).p local h = Instance.new("Humanoid") h.Health = 0 h.MaxHealth = 0 h.Name = "asd" h.Parent = mo local nah = true mo.Parent = workspace p.CFrame = CN(P) Notime(function() wait(1.5) for i = 0, 1, 0.05 do p.Transparency = i if nah then mo.Name = "" nah = false else mo.Name = "- "..D nah = true end wait() end mo:remove() end) end Weapon.Parent = Model Model.Parent = Char if script.Parent.className ~= "HopperBin" then h = Instance.new("HopperBin", Me.Backpack) h.Name = ToolName script.Parent = h end bin = script.Parent function Attach(t) RSH.Part0 = t LSH.Part0 = t RH.Part0 = t LH.Part0 = t RABW.Part0 = t LABW.Part0 = t LLBW.Part0 = t RLBW.Part0 = t if t == Torso then FTorso.Transparency = 1 FNeck.Part1 = nil else Torso.Transparency = 1 FNeck.Part1 = Head end t.Transparency = 0 end function Idle() local SpeedAtm = Torso.Velocity.magnitude for i = 0.02, 1, 0.03 do SpeedAtm = Torso.Velocity.magnitude if Attacking == true or Selected == false or SpeedAtm > 0.1 then return end RAW.C0 = CA(MR(-15-6*i), MR(20-2*i), MR(20-3*i)) LAW.C0 = CA(MR(-15-4*i), MR(-20+3*i), MR(-20+4*i)) RLW.C0 = CA(MR(15+4*i), 0, 0) * CN(0.02, 0.4+0.05*i, -0.75) LLW.C0 = CA(MR(-50-5*i), 0, 0) * CN(-0.02, 0.45, -0.5) FW.C0 = CN(0, -0.5-0.1*i, 0) * CA(MR(-10-4*i), 0, 0) FNeck.C0 = Neck0 * CA(MR(20+4*i), 0, 0) wait() end for i = 0.05, 1, 0.05 do SpeedAtm = Torso.Velocity.magnitude if Attacking == true or Selected == false or SpeedAtm > 0.1 then return end RAW.C0 = CA(MR(-21-2*i), MR(18-1*i), MR(17-1*i)) LAW.C0 = CA(MR(-19-1*i), MR(-17+1*i), MR(-16+1*i)) RLW.C0 = CA(MR(19+1*i), 0, 0) * CN(0.02, 0.45+0.02*i, -0.75) LLW.C0 = CA(MR(-55-2*i), 0, 0) * CN(-0.02, 0.45, -0.5) FW.C0 = CN(0, -0.6-0.025*i, 0) * CA(MR(-14-1*i), 0, 0) FNeck.C0 = Neck0 * CA(MR(24+1*i), 0, 0) wait() end for i = 0.04, 1, 0.04 do SpeedAtm = Torso.Velocity.magnitude if Attacking == true or Selected == false or SpeedAtm > 0.1 then return end RAW.C0 = CA(MR(-23+2*i), MR(17+1*i), MR(16+1*i)) LAW.C0 = CA(MR(-20+1*i), MR(-16-1*i), MR(-15-1*i)) RLW.C0 = CA(MR(20-1*i), 0, 0) * CN(0.02, 0.47-0.02*i, -0.75) LLW.C0 = CA(MR(-57+2*i), 0, 0) * CN(-0.02, 0.45, -0.5) FW.C0 = CN(0, -0.625+0.025*i, 0) * CA(MR(-15+1*i), 0, 0) FNeck.C0 = Neck0 * CA(MR(25-1*i), 0, 0) wait() end for i = 0.03, 1, 0.03 do SpeedAtm = Torso.Velocity.magnitude if Attacking == true or Selected == false or SpeedAtm > 0.1 then return end RAW.C0 = CA(MR(-21+4*i), MR(18+2*i), MR(17+2*i)) LAW.C0 = CA(MR(-19+2*i), MR(-17-3*i), MR(-16-3*i)) RLW.C0 = CA(MR(19-3*i), 0, 0) * CN(0.02, 0.45-0.05*i, -0.75) LLW.C0 = CA(MR(-55+4*i), 0, 0) * CN(-0.02, 0.45, -0.5) FW.C0 = CN(0, -0.6+0.06*i, 0) * CA(MR(-14+3*i), 0, 0) FNeck.C0 = Neck0 * CA(MR(24-3*i), 0, 0) wait() end for i = 0.07, 1, 0.07 do SpeedAtm = Torso.Velocity.magnitude if Attacking == true or Selected == false or SpeedAtm >= 0.1 then return end RAW.C0 = CA(MR(-17+2*i), MR(20), MR(19+1*i)) LAW.C0 = CA(MR(-17+2*i), MR(-20), MR(-19-1*i)) RLW.C0 = CA(MR(16-1*i), 0, 0) * CN(0.02, 0.4, -0.75) LLW.C0 = CA(MR(-51+1*i), 0, 0) * CN(-0.02, 0.45, -0.5) FW.C0 = CN(0, -0.54+0.04*i, 0) * CA(MR(-11+1*i), 0, 0) FNeck.C0 = Neck0 * CA(MR(21-1*i), 0, 0) wait() end wait() end function RunStart() for i = 0.33, 1, 0.33 do RAW.C0 = CA(MR(-15-5*i), MR(20-3*i), MR(20-3*i)) LAW.C0 = CA(MR(-15-5*i), MR(-20+3*i), MR(-20+3*i)) wait() end for i = 0.2, 1, 0.2 do RAW.C0 = CA(MR(-20-15*i), MR(17-5*i), MR(17-7*i)) LAW.C0 = CA(MR(-20-15*i), MR(-17+5*i), MR(-17+7*i)) wait() end for i = 0.5, 1, 0.5 do RAW.C0 = CA(MR(-35-5*i), MR(12-2*i), MR(10-2*i)) LAW.C0 = CA(MR(-35-5*i), MR(-12+2*i), MR(-10+2*i)) wait() end end function RunEnd() for i = 0.5, 1, 0.5 do RAW.C0 = CA(MR(-40+5*i), MR(10+2*i), MR(8+2*i)) LAW.C0 = CA(MR(-40+5*i), MR(-10-2*i), MR(-8-2*i)) wait() end for i = 0.2, 1, 0.2 do RAW.C0 = CA(MR(-35+15*i), MR(12+5*i), MR(10+7*i)) LAW.C0 = CA(MR(-35+15*i), MR(-12-5*i), MR(-10-7*i)) wait() end for i = 0.33, 1, 0.33 do RAW.C0 = CA(MR(-20+5*i), MR(17+3*i), MR(17+3*i)) LAW.C0 = CA(MR(-20+5*i), MR(-17-3*i), MR(-17-3*i)) wait() end end function Run() local SpeedAtm = Torso.Velocity.magnitude for i = 0.33, 1, 0.33 do SpeedAtm = Torso.Velocity.magnitude if Attacking == true or Selected == false or SpeedAtm < 0.1 or Torso.Velocity.Y > 0.5 or Torso.Velocity.Y < -0.5 then return end RLW.C0 = CA(MR(15-15*i), 0, 0) * CN(0.02, 0.4-0.1*i, -0.75+0.25*i) LLW.C0 = CA(MR(-50+15*i), 0, 0) * CN(-0.02, 0.45+0.3*i, -0.5) FW.C0 = CN(0, -0.5+0.2*i, 0) * CA(MR(-10+2*i), 0, 0) wait() end for i = 0.25, 1, 0.25 do SpeedAtm = Torso.Velocity.magnitude if Attacking == true or Selected == false or SpeedAtm < 0.1 or Torso.Velocity.Y > 0.5 or Torso.Velocity.Y < -0.5 then return end RLW.C0 = CA(MR(-60*i), 0, 0) * CN(0.02, 0.3-0.25*i, -0.5+0.75*i) LLW.C0 = CA(MR(-35+45*i), 0, 0) * CN(-0.02, 0.75+0.4*i, -0.5-0.2*i) FW.C0 = CN(0, -0.3+0.2*i, 0) * CA(MR(-8+1*i), 0, 0) wait() end for i = 0.5, 1, 0.5 do SpeedAtm = Torso.Velocity.magnitude if Attacking == true or Selected == false or SpeedAtm < 0.1 or Torso.Velocity.Y > 0.5 or Torso.Velocity.Y < -0.5 then return end RLW.C0 = CA(MR(-60-5*i), 0, 0) * CN(0.02, 0.05-0.1*i, 0.25+0.1*i) LLW.C0 = CA(MR(10+5*i), 0, 0) * CN(-0.02, 1.15-0.15*i, -0.7-0.05*i) FW.C0 = CN(0, -0.1+0.05*i, 0) * CA(MR(-7+1*i), 0, 0) wait() end for i = 0.33, 1, 0.33 do SpeedAtm = Torso.Velocity.magnitude if Attacking == true or Selected == false or SpeedAtm < 0.1 or Torso.Velocity.Y > 0.5 or Torso.Velocity.Y < -0.5 then return end RLW.C0 = CA(MR(-65+30*i), 0, 0) * CN(0.02, -0.05+0.5*i, 0.35-0.2*i) LLW.C0 = CA(MR(15-10*i), 0, 0) * CN(-0.02, 1-0.5*i, -0.75+0.1*i) FW.C0 = CN(0, -0.05-0.6*i, 0) * CA(MR(-6-3*i), 0, 0) wait() end for i = 0.25, 1, 0.25 do SpeedAtm = Torso.Velocity.magnitude if Attacking == true or Selected == false or SpeedAtm < 0.1 or Torso.Velocity.Y > 0.5 or Torso.Velocity.Y < -0.5 then return end RLW.C0 = CA(MR(-35+40*i), 0, 0) * CN(0.02, 0.45+0.9*i, 0.15-0.6*i) LLW.C0 = CA(MR(5-55*i), 0, 0) * CN(-0.02, 0.5-0.6*i, -0.65+0.8*i) FW.C0 = CN(0, -0.65+0.4*i, 0) * CA(MR(-9-3*i), 0, 0) wait() end for i = 0.33, 1, 0.33 do SpeedAtm = Torso.Velocity.magnitude if Attacking == true or Selected == false or SpeedAtm < 0.1 or Torso.Velocity.Y > 0.1 then return end RLW.C0 = CA(MR(5+10*i), 0, 0) * CN(0.02, 1.35-0.95*i, -0.45-0.3*i) LLW.C0 = CA(MR(-50), 0, 0) * CN(-0.02, -0.1+0.55*i, 0.15-0.7*i) FW.C0 = CN(0, -0.25-0.35*i, 0) * CA(MR(-12+2*i), 0, 0) wait() end end coroutine.resume(coroutine.create(function() while true do local SpeedAtm = Torso.Velocity.magnitude if Attacking == false and Selected or Torso.Velocity.Y > 0.5 or Torso.Velocity.Y < -0.5 then if SpeedAtm < 0.1 then Idle() RAW.C0 = CA(MR(-15), MR(20), MR(20)) LAW.C0 = CA(MR(-15), MR(-20), MR(-20)) RLW.C0 = CA(MR(15), 0, 0) * CN(0.02, 0.4, -0.75) LLW.C0 = CA(MR(-50), 0, 0) * CN(-0.02, 0.45, -0.5) HWR.C0 = CN() HWL.C0 = CN() FW.C0 = CN(0, -0.5, 0) * CA(MR(-10), 0, 0) FNeck.C0 = Neck0 * CA(MR(20), 0, 0) else Run() end end wait() end end)) Notime(function() local Last = Torso.Velocity.magnitude > 0.1 while true do Running = Torso.Velocity.magnitude > 0.1 if Torso.Velocity.Y < 0.5 or Torso.Velocity.Y > -0.5 and Attacking == false and Selected then if Running ~= Last then Last = Running if Running then RunStart() else RunEnd() end end end wait() end end) function Jump() Attacking = true --Hum.PlatformStand = true for i = 0.5, 1, 0.5 do RAW.C0 = CA(MR(-15+10*i), MR(20-5*i), MR(20-3*i)) LAW.C0 = CA(MR(-15+10*i), MR(-20+5*i), MR(-20+3*i)) RLW.C0 = CA(MR(15-10*i), 0, 0) * CN(0.02, 0.4-0.2*i, -0.75+0.35*i) LLW.C0 = CA(MR(-50+20*i), 0, 0) * CN(-0.02, 0.45-0.3*i, -0.5+0.5*i) HWR.C0 = CA(MR(10*i), 0, 0) HWL.C0 = CA(MR(10*i), 0, 0) FW.C0 = CN(0, -0.5+0.05*i, 0) * CA(MR(-10-2*i), 0, 0) FNeck.C0 = Neck0 * CA(MR(20), 0, 0) wait() end local bp = Add.BP(Torso, Torso.Position, 10000) local Face = Compute(Torso.Position, Torso.CFrame * CN(0, 0, -10).p) local Dist = 13 local Center = Face * CN(0, 0, -Dist) + V3(0, -Dist/2, 0) --bp.position = Center * CA(MR(150-120*i), 0, 0) * CN(0, 0, -Dist).p for i = 0.33, 1, 0.33 do RAW.C0 = CA(MR(-5+80*i), MR(15-20*i), MR(17-12*i)) LAW.C0 = CA(MR(-5+80*i), MR(-15+20*i), MR(-17+12*i)) RLW.C0 = CA(MR(10-10*i), 0, 0) * CN(0.02, 0.2-0.2*i, -0.45+0.45*i) LLW.C0 = CA(MR(-40+40*i), 0, 0) * CN(-0.02, 0.15-0.15*i, -0.25+0.25*i) HWR.C0 = CA(MR(10+25*i), 0, 0) HWL.C0 = CA(MR(10+25*i), 0, 0) FW.C0 = CN(0, -0.45+0.45*i, 0) * CA(MR(-12-13*i), 0, 0) FNeck.C0 = Neck0 * CA(MR(20), 0, 0) bp.position = Center * CA(MR(150-10*i), 0, 0) * CN(0, 0, -Dist).p wait() end for i = 0.2, 1, 0.2 do RAW.C0 = CA(MR(75+60*i), MR(-5), MR(5)) LAW.C0 = CA(MR(75+60*i), MR(5), MR(-5)) RLW.C0 = CA(0, 0, 0) * CN(0.02, 0.25*i, 0) LLW.C0 = CA(0, 0, 0) * CN(-0.02, 0.25*i, 0) HWR.C0 = CA(MR(35+20*i), 0, 0) HWL.C0 = CA(MR(35+20*i), 0, 0) FW.C0 = CA(MR(-25-35*i), 0, 0) FNeck.C0 = Neck0 * CA(MR(20), 0, 0) bp.position = Center * CA(MR(140-50*i), 0, 0) * CN(0, 0, -Dist).p wait() end for i = 0.5, 1, 0.5 do RAW.C0 = CA(MR(135+15*i), MR(-5), MR(5)) LAW.C0 = CA(MR(135+15*i), MR(5), MR(-5)) RLW.C0 = CA(MR(-5*i), 0, 0) * CN(0.02, 0.25+0.4*i, -0.45*i) LLW.C0 = CA(MR(-5*i), 0, 0) * CN(-0.02, 0.25+0.4*i, -0.45*i) FW.C0 = CA(MR(-60-15*i), 0, 0) FNeck.C0 = Neck0 * CA(MR(20), 0, 0) bp.position = Center * CA(MR(90-10*i), 0, 0) * CN(0, 0, -Dist).p wait() end Hurt = true Deb = true for i = 0.15, 1, 0.15 do RAW.C0 = CA(MR(150-120*i), MR(-5), MR(5)) LAW.C0 = CA(MR(150-120*i), MR(5), MR(-5)) RLW.C0 = CA(MR(-5-20*i), 0, 0) * CN(0.02, 0.65+0.6*i, -0.45-0.45*i) LLW.C0 = CA(MR(-5-20*i), 0, 0) * CN(-0.02, 0.65+0.5*i, -0.45-0.45*i) HWR.C0 = CA(MR(55-60*i), 0, 0) HWL.C0 = CA(MR(55-60*i), 0, 0) FW.C0 = CA(MR(-75-130*i), 0, 0) FNeck.C0 = Neck0 * CA(MR(20), 0, 0) bp.position = Center * CA(MR(80-30*i), 0, 0) * CN(0, 0, -Dist).p wait() end Hurt = false Hum.PlatformStand = false bp:remove() Attacking = false end function SelectAnim() Atta(Limbs.Rarm) Atta(Limbs.Larm) Attach(FTorso) for i = 0.33, 1, 0.33 do RAW.C0 = CA(MR(10*i), MR(4*i), MR(3*i)) LAW.C0 = CA(MR(10*i), MR(-4*i), MR(-3*i)) HWR.C0 = CN(0.15*i, 0, 0) * CA(MR(-35*i), 0, 0) HWL.C0 = CN(-0.15*i, 0, 0) * CA(MR(-35*i), 0, 0) FW.C0 = CA(MR(3*i), 0, 0) FNeck.C0 = Neck0 * CA(MR(-5*i), 0, 0) wait() end for i = 0.2, 1, 0.2 do RAW.C0 = CA(MR(10+50*i), MR(4+16*i), MR(3+7*i)) LAW.C0 = CA(MR(10+50*i), MR(-4-16*i), MR(-3-7*i)) HWR.C0 = CN(0.15+0.25*i, 0, 0) * CA(MR(-35-180*i), 0, 0) HWL.C0 = CN(-0.15-0.25*i, 0, 0) * CA(MR(-35-180*i), 0, 0) FW.C0 = CA(MR(3+7*i), 0, 0) FNeck.C0 = Neck0 * CA(MR(-5-15*i), 0, 0) wait() end for i = 0.25, 1, 0.25 do RAW.C0 = CA(MR(60+12*i), MR(20), MR(10+3*i)) LAW.C0 = CA(MR(60+12*i), MR(-20), MR(-10-3*i)) HWR.C0 = CN(0.4+0.05*i, 0, 0) * CA(MR(-215-180*i), 0, 0) HWL.C0 = CN(-0.4-0.05*i, 0, 0) * CA(MR(-215-180*i), 0, 0) FW.C0 = CA(MR(10+2*i), 0, 0) FNeck.C0 = Neck0 * CA(MR(-20-2*i), 0, 0) wait() end Atta(Limbs.Rleg) Atta(Limbs.Lleg) for i = 0.2, 1, 0.2 do RAW.C0 = CA(MR(72-80*i), MR(20), MR(13+7*i)) LAW.C0 = CA(MR(72-80*i), MR(-20), MR(-13-7*i)) RLW.C0 = CA(MR(10*i), 0, 0) * CN(0, 0.3*i, -0.7*i) LLW.C0 = CA(MR(-40*i), 0, 0) * CN(0, 0.4*i, -0.4*i) HWR.C0 = CN(0.45-0.35*i, 0, 0) * CA(MR(-35-290*i), 0, 0) HWL.C0 = CN(-0.45+0.35*i, 0, 0) * CA(MR(-35-290*i), 0, 0) FW.C0 = CN(0, -0.4*i, 0) * CA(MR(12-18*i), 0, 0) FNeck.C0 = Neck0 * CA(MR(-22+18*i), 0, 0) wait() end for i = 0.5, 1, 0.5 do RAW.C0 = CA(MR(-8-7*i), MR(20), MR(20)) LAW.C0 = CA(MR(-8-7*i), MR(-20), MR(-20)) RLW.C0 = CA(MR(10+5*i), 0, 0) * CN(0.02*i, 0.3+0.1*i, -0.7-0.05*i) LLW.C0 = CA(MR(-40-10*i), 0, 0) * CN(-0.02*i, 0.4+0.05*i, -0.4-0.1*i) HWR.C0 = CN(0.1-0.1*i, 0, 0) * CA(MR(-325-35*i), 0, 0) HWL.C0 = CN(-0.1+0.1*i, 0, 0) * CA(MR(-325-35*i), 0, 0) FW.C0 = CN(0, -0.4-0.1*i, 0) * CA(MR(-6-4*i), 0, 0) FNeck.C0 = Neck0 * CA(MR(-4+16*i), 0, 0) wait() end RAW.C0 = CA(MR(-15), MR(20), MR(20)) LAW.C0 = CA(MR(-15), MR(-20), MR(-20)) RLW.C0 = CA(MR(15), 0, 0) * CN(0.02, 0.4, -0.75) LLW.C0 = CA(MR(-50), 0, 0) * CN(-0.02, 0.45, -0.5) HWR.C0 = CN() HWL.C0 = CN() FW.C0 = CN(0, -0.5, 0) * CA(MR(-10), 0, 0) FNeck.C0 = Neck0 * CA(MR(20), 0, 0) end function DeselAnim() for i = 0.25, 1, 0.25 do RAW.C0 = CA(MR(-15+4*i), MR(20-5*i), MR(20-3*i)) LAW.C0 = CA(MR(-15+4*i), MR(-20+5*i), MR(-20+3*i)) RLW.C0 = CA(MR(15-5*i), 0, 0) * CN(0.02-0.02*i, 0.4-0.1*i, -0.75+0.25*i) LLW.C0 = CA(MR(-50+15*i), 0, 0) * CN(-0.02+0.02*i, 0.45-0.1*i, -0.5+0.2*i) FW.C0 = CN(0, -0.5+0.15*i, 0) * CA(MR(-10+3*i), 0, 0) FNeck.C0 = Neck0 * CA(MR(20-15*i), 0, 0) wait() end for i = 0.2, 1, 0.2 do RAW.C0 = CA(MR(-11+11*i), MR(15-15*i), MR(17-17*i)) LAW.C0 = CA(MR(-11+11*i), MR(-15+15*i), MR(-17+17*i)) RLW.C0 = CA(MR(10-10*i), 0, 0) * CN(0, 0.3-0.3*i, -0.5+0.5*i) LLW.C0 = CA(MR(-35+35*i), 0, 0) * CN(0, 0.35-0.35*i, -0.3+0.3*i) FW.C0 = CN(0, -0.35+0.35*i, 0) * CA(MR(-7+7*i), 0, 0) FNeck.C0 = Neck0 * CA(MR(5-5*i), 0, 0) wait() end RAW.Part1 = nil LAW.Part1 = nil RLW.Part1 = nil LLW.Part1 = nil Attach(Torso) end function _onselected(mouse) SelectAnim() Hum.WalkSpeed = Speed Selected = true mouse.Button1Down:connect(function() end) mouse.KeyDown:connect(function(key) key = key:lower() if Find(Attacks, key) then if key == "q" then Jump() end RAW.C0 = CA(MR(-15), MR(20), MR(20)) LAW.C0 = CA(MR(-15), MR(-20), MR(-20)) RLW.C0 = CA(MR(15), 0, 0) * CN(0.02, 0.4, -0.75) LLW.C0 = CA(MR(-50), 0, 0) * CN(-0.02, 0.45, -0.5) HWR.C0 = CN() HWL.C0 = CN() FW.C0 = CN(0, -0.5, 0) * CA(MR(-10), 0, 0) FNeck.C0 = Neck0 * CA(MR(20), 0, 0) end end) end function onDeselected(mouse) Selected = false Hum.WalkSpeed = 30 DeselAnim() end bin.Selected:connect( _onselected) bin.Deselected:connect(onDeselected)
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