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- --reanimate by MyWorld#4430 discord.gg/pYVHtSJmEY GO LINE 1596 AND REPLACE INSULT_BALL WITH YOUR NAME OR NO WORK
- game.Players.LocalPlayer.Character["CityLifeWoman_HairAccessory"].Handle.SpecialMesh:Destroy() --remove specialmesh if the hat is only mesh
- game.Players.LocalPlayer.Character["RockabillyZombie_HairnGlassesAccessory"].Handle.SpecialMesh:Destroy() --remove specialmesh if the hat is only mesh
- game.Players.LocalPlayer.Character["HairAccessory"].Handle.SpecialMesh:Destroy() --remove specialmesh if the hat is only mesh
- game.Players.LocalPlayer.Character["RedcliffKnight_HelmetAccessory"].Handle.SpecialMesh:Destroy() --remove specialmesh if the hat is only mesh
- game.Players.LocalPlayer.Character["Lipstick_Bag_3.0"].Handle.Mesh:Destroy() --remove specialmesh if the hat is only mesh
- game.Players.LocalPlayer.Character["Lipstick_Bag_1.0"].Handle.Mesh:Destroy() --remove specialmesh if the hat is only mesh
- game.Players.LocalPlayer.Character["PirateCaptain_HatAccessory"].Handle.SpecialMesh:Destroy() --remove specialmesh if the hat is only mesh
- game.Players.LocalPlayer.Character["HatAccessory"].Handle.SpecialMesh:Destroy() --remove specialmesh if the hat is only mesh
- game.Players.LocalPlayer.Character["LUAhEAD"].Handle.Mesh:Destroy() --remove specialmesh if the hat is only mesh
- game.Players.LocalPlayer.Character["VANS_Umbrella"].Handle.Mesh:Destroy() --remove specialmesh if the hat is only mesh
- for i,v in next, game:GetService("Players").LocalPlayer.Character:GetDescendants() do
- if v:IsA("BasePart") and v.Name ~="HumanoidRootPart" then
- game:GetService("RunService").Heartbeat:connect(function()
- v.Velocity = Vector3.new(-30,0,0)
- end)
- end
- end
- game:GetService("StarterGui"):SetCore("SendNotification", {
- Title = "Notification";
- Text = "Netless Ran";
- Icon = "rbxthumb://type=Asset&id=5107182114&w=150&h=150"})
- Duration = 16;
- --simulation radius (net bypass) method
- --"shp" - sethiddenproperty
- --"ssr" - setsimulationradius
- --false - disable
- local antiragdoll = true --removes hingeConstraints and ballSocketConstraints from your character
- local newanimate = false --disables the animate script and enables after reanimation
- local discharscripts = true --disables all localScripts parented to your character before reanimation
- local R15toR6 = false --tries to convert your character to r6 if its r15
- local hatcollide = true --makes hats cancollide (only method 0)
- local humState16 = true --enables collisions for limbs before the humanoid dies (using hum:ChangeState)
- local addtools = false --puts all tools from backpack to character and lets you hold them after reanimation
- local hedafterneck = false --disable aligns for head and enable after neck is removed
- local loadtime = game:GetService("Players").RespawnTime + 0.5 --anti respawn delay
- local method = 0 --reanimation method
- --methods:
- --0 - breakJoints (takes [loadtime] seconds to laod)
- --1 - limbs
- --2 - limbs + anti respawn
- --3 - limbs + breakJoints after [loadtime] seconds
- --4 - remove humanoid + breakJoints
- --5 - remove humanoid + limbs
- local alignmode = 2 --AlignPosition mode
- --modes:
- --1 - AlignPosition rigidity enabled true
- --2 - 2 AlignPositions rigidity enabled both true and false
- --3 - AlignPosition rigidity enabled false
- local lp = game:GetService("Players").LocalPlayer
- local rs = game:GetService("RunService")
- local stepped = rs.Stepped
- local heartbeat = rs.Heartbeat
- local renderstepped = rs.RenderStepped
- local sg = game:GetService("StarterGui")
- local ws = game:GetService("Workspace")
- local cf = CFrame.new
- local v3 = Vector3.new
- local v3_0 = v3(0, 0, 0)
- local inf = math.huge
- local c = lp.Character
- if not (c and c.Parent) then
- return
- end
- c.Destroying:Connect(function()
- c = nil
- end)
- local function gp(parent, name, className)
- if typeof(parent) == "Instance" then
- for i, v in pairs(parent:GetChildren()) do
- if (v.Name == name) and v:IsA(className) then
- return v
- end
- end
- end
- return nil
- end
- local function align(Part0, Part1)
- Part0.CustomPhysicalProperties = PhysicalProperties.new(0.0001, 0.0001, 0.0001, 0.0001, 0.0001)
- local att0 = Instance.new("Attachment", Part0)
- att0.Orientation = v3_0
- att0.Position = v3_0
- att0.Name = "att0_" .. Part0.Name
- local att1 = Instance.new("Attachment", Part1)
- att1.Orientation = v3_0
- att1.Position = v3_0
- att1.Name = "att1_" .. Part1.Name
- if (alignmode == 1) or (alignmode == 2) then
- local ape = Instance.new("AlignPosition", att0)
- ape.ApplyAtCenterOfMass = false
- ape.MaxForce = inf
- ape.MaxVelocity = inf
- ape.ReactionForceEnabled = false
- ape.Responsiveness = 200
- ape.Attachment1 = att1
- ape.Attachment0 = att0
- ape.Name = "AlignPositionRtrue"
- ape.RigidityEnabled = true
- end
- if (alignmode == 2) or (alignmode == 3) then
- local apd = Instance.new("AlignPosition", att0)
- apd.ApplyAtCenterOfMass = false
- apd.MaxForce = inf
- apd.MaxVelocity = inf
- apd.ReactionForceEnabled = false
- apd.Responsiveness = 200
- apd.Attachment1 = att1
- apd.Attachment0 = att0
- apd.Name = "AlignPositionRfalse"
- apd.RigidityEnabled = false
- end
- local ao = Instance.new("AlignOrientation", att0)
- ao.MaxAngularVelocity = inf
- ao.MaxTorque = inf
- ao.PrimaryAxisOnly = false
- ao.ReactionTorqueEnabled = false
- ao.Responsiveness = 200
- ao.Attachment1 = att1
- ao.Attachment0 = att0
- ao.RigidityEnabled = false
- if type(getNetlessVelocity) == "function" then
- local realVelocity = v3_0
- local steppedcon = stepped:Connect(function()
- Part0.Velocity = realVelocity
- end)
- local heartbeatcon = heartbeat:Connect(function()
- realVelocity = Part0.Velocity
- Part0.Velocity = getNetlessVelocity(realVelocity)
- end)
- Part0.Destroying:Connect(function()
- Part0 = nil
- steppedcon:Disconnect()
- heartbeatcon:Disconnect()
- end)
- end
- end
- local function respawnrequest()
- local ccfr = ws.CurrentCamera.CFrame
- local c = lp.Character
- lp.Character = nil
- lp.Character = c
- local con = nil
- con = ws.CurrentCamera.Changed:Connect(function(prop)
- if (prop ~= "Parent") and (prop ~= "CFrame") then
- return
- end
- ws.CurrentCamera.CFrame = ccfr
- con:Disconnect()
- end)
- end
- local destroyhum = (method == 4) or (method == 5)
- local breakjoints = (method == 0) or (method == 4)
- local antirespawn = (method == 0) or (method == 2) or (method == 3)
- hatcollide = hatcollide and (method == 0)
- addtools = addtools and gp(lp, "Backpack", "Backpack")
- local fenv = getfenv()
- local shp = fenv.sethiddenproperty or fenv.set_hidden_property or fenv.set_hidden_prop or fenv.sethiddenprop
- local ssr = fenv.setsimulationradius or fenv.set_simulation_radius or fenv.set_sim_radius or fenv.setsimradius or fenv.set_simulation_rad or fenv.setsimulationrad
- if shp and (simradius == "shp") then
- spawn(function()
- while c and heartbeat:Wait() do
- shp(lp, "SimulationRadius", inf)
- end
- end)
- elseif ssr and (simradius == "ssr") then
- spawn(function()
- while c and heartbeat:Wait() do
- ssr(inf)
- end
- end)
- end
- antiragdoll = antiragdoll and function(v)
- if v:IsA("HingeConstraint") or v:IsA("BallSocketConstraint") then
- v.Parent = nil
- end
- end
- if antiragdoll then
- for i, v in pairs(c:GetDescendants()) do
- antiragdoll(v)
- end
- c.DescendantAdded:Connect(antiragdoll)
- end
- if antirespawn then
- respawnrequest()
- end
- if method == 0 then
- wait(loadtime)
- if not c then
- return
- end
- end
- if discharscripts then
- for i, v in pairs(c:GetChildren()) do
- if v:IsA("LocalScript") then
- v.Disabled = true
- end
- end
- elseif newanimate then
- local animate = gp(c, "Animate", "LocalScript")
- if animate and (not animate.Disabled) then
- animate.Disabled = true
- else
- newanimate = false
- end
- end
- if addtools then
- for i, v in pairs(addtools:GetChildren()) do
- if v:IsA("Tool") then
- v.Parent = c
- end
- end
- end
- pcall(function()
- settings().Physics.AllowSleep = false
- settings().Physics.PhysicsEnvironmentalThrottle = Enum.EnviromentalPhysicsThrottle.Disabled
- end)
- local OLDscripts = {}
- for i, v in pairs(c:GetDescendants()) do
- if v.ClassName == "Script" then
- table.insert(OLDscripts, v)
- end
- end
- local scriptNames = {}
- for i, v in pairs(c:GetDescendants()) do
- if v:IsA("BasePart") then
- local newName = tostring(i)
- local exists = true
- while exists do
- exists = false
- for i, v in pairs(OLDscripts) do
- if v.Name == newName then
- exists = true
- end
- end
- if exists then
- newName = newName .. "_"
- end
- end
- table.insert(scriptNames, newName)
- Instance.new("Script", v).Name = newName
- end
- end
- c.Archivable = true
- local hum = c:FindFirstChildOfClass("Humanoid")
- if hum then
- for i, v in pairs(hum:GetPlayingAnimationTracks()) do
- v:Stop()
- end
- end
- local cl = c:Clone()
- if hum and humState16 then
- hum:ChangeState(Enum.HumanoidStateType.Physics)
- if destroyhum then
- wait(1.6)
- end
- end
- if hum and hum.Parent and destroyhum then
- hum:Destroy()
- end
- if not c then
- return
- end
- local head = gp(c, "Head", "BasePart")
- local torso = gp(c, "Torso", "BasePart") or gp(c, "UpperTorso", "BasePart")
- local root = gp(c, "HumanoidRootPart", "BasePart")
- if hatcollide and c:FindFirstChildOfClass("Accessory") then
- local anything = c:FindFirstChildOfClass("BodyColors") or gp(c, "Health", "Script")
- if not (torso and root and anything) then
- return
- end
- torso:Destroy()
- root:Destroy()
- if shp then
- for i,v in pairs(c:GetChildren()) do
- if v:IsA("Accessory") then
- shp(v, "BackendAccoutrementState", 0)
- end
- end
- end
- anything:Destroy()
- if head then
- head:Destroy()
- end
- end
- for i, v in pairs(cl:GetDescendants()) do
- if v:IsA("BasePart") then
- v.Transparency = 1
- v.Anchored = false
- end
- end
- local model = Instance.new("Model", c)
- model.Name = model.ClassName
- model.Destroying:Connect(function()
- model = nil
- end)
- for i, v in pairs(c:GetChildren()) do
- if v ~= model then
- if addtools and v:IsA("Tool") then
- for i1, v1 in pairs(v:GetDescendants()) do
- if v1 and v1.Parent and v1:IsA("BasePart") then
- local bv = Instance.new("BodyVelocity", v1)
- bv.Velocity = v3_0
- bv.MaxForce = v3(1000, 1000, 1000)
- bv.P = 1250
- bv.Name = "bv_" .. v.Name
- end
- end
- end
- v.Parent = model
- end
- end
- if breakjoints then
- model:BreakJoints()
- else
- if head and torso then
- for i, v in pairs(model:GetDescendants()) do
- if v:IsA("Weld") or v:IsA("Snap") or v:IsA("Glue") or v:IsA("Motor") or v:IsA("Motor6D") then
- local save = false
- if (v.Part0 == torso) and (v.Part1 == head) then
- save = true
- end
- if (v.Part0 == head) and (v.Part1 == torso) then
- save = true
- end
- if save then
- if hedafterneck then
- hedafterneck = v
- end
- else
- v:Destroy()
- end
- end
- end
- end
- if method == 3 then
- spawn(function()
- wait(loadtime)
- if model then
- model:BreakJoints()
- end
- end)
- end
- end
- cl.Parent = c
- for i, v in pairs(cl:GetChildren()) do
- v.Parent = c
- end
- cl:Destroy()
- local modelDes = {}
- for i, v in pairs(model:GetDescendants()) do
- if v:IsA("BasePart") then
- i = tostring(i)
- v.Destroying:Connect(function()
- modelDes[i] = nil
- end)
- modelDes[i] = v
- end
- end
- local modelcolcon = nil
- local function modelcolf()
- if model then
- for i, v in pairs(modelDes) do
- v.CanCollide = false
- end
- else
- modelcolcon:Disconnect()
- end
- end
- modelcolcon = stepped:Connect(modelcolf)
- modelcolf()
- for i, scr in pairs(model:GetDescendants()) do
- if (scr.ClassName == "Script") and table.find(scriptNames, scr.Name) then
- local Part0 = scr.Parent
- if Part0:IsA("BasePart") then
- for i1, scr1 in pairs(c:GetDescendants()) do
- if (scr1.ClassName == "Script") and (scr1.Name == scr.Name) and (not scr1:IsDescendantOf(model)) then
- local Part1 = scr1.Parent
- if (Part1.ClassName == Part0.ClassName) and (Part1.Name == Part0.Name) then
- align(Part0, Part1)
- break
- end
- end
- end
- end
- end
- end
- if (typeof(hedafterneck) == "Instance") and head then
- local aligns = {}
- local con = nil
- con = hedafterneck.Changed:Connect(function(prop)
- if (prop == "Parent") and not hedafterneck.Parent then
- con:Disconnect()
- for i, v in pairs(aligns) do
- v.Enabled = true
- end
- end
- end)
- for i, v in pairs(head:GetDescendants()) do
- if v:IsA("AlignPosition") or v:IsA("AlignOrientation") then
- i = tostring(i)
- aligns[i] = v
- v.Destroying:Connect(function()
- aligns[i] = nil
- end)
- v.Enabled = false
- end
- end
- end
- for i, v in pairs(c:GetDescendants()) do
- if v and v.Parent then
- if v.ClassName == "Script" then
- if table.find(scriptNames, v.Name) then
- v:Destroy()
- end
- elseif not v:IsDescendantOf(model) then
- if v:IsA("Decal") then
- v.Transparency = 1
- elseif v:IsA("ForceField") then
- v.Visible = false
- elseif v:IsA("Sound") then
- v.Playing = false
- elseif v:IsA("BillboardGui") or v:IsA("SurfaceGui") or v:IsA("ParticleEmitter") or v:IsA("Fire") or v:IsA("Smoke") or v:IsA("Sparkles") then
- v.Enabled = false
- end
- end
- end
- end
- if newanimate then
- local animate = gp(c, "Animate", "LocalScript")
- if animate then
- animate.Disabled = false
- end
- end
- if addtools then
- for i, v in pairs(c:GetChildren()) do
- if v:IsA("Tool") then
- v.Parent = addtools
- end
- end
- end
- local hum0 = model:FindFirstChildOfClass("Humanoid")
- if hum0 then
- hum0.Destroying:Connect(function()
- hum0 = nil
- end)
- end
- local hum1 = c:FindFirstChildOfClass("Humanoid")
- if hum1 then
- hum1.Destroying:Connect(function()
- hum1 = nil
- end)
- end
- if hum1 then
- ws.CurrentCamera.CameraSubject = hum1
- local camSubCon = nil
- local function camSubFunc()
- camSubCon:Disconnect()
- if c and hum1 then
- ws.CurrentCamera.CameraSubject = hum1
- end
- end
- camSubCon = renderstepped:Connect(camSubFunc)
- if hum0 then
- hum0.Changed:Connect(function(prop)
- if hum1 and (prop == "Jump") then
- hum1.Jump = hum0.Jump
- end
- end)
- else
- respawnrequest()
- end
- end
- local rb = Instance.new("BindableEvent", c)
- rb.Event:Connect(function()
- rb:Destroy()
- sg:SetCore("ResetButtonCallback", true)
- if destroyhum then
- c:BreakJoints()
- return
- end
- if hum0 and (hum0.Health > 0) then
- model:BreakJoints()
- hum0.Health = 0
- end
- if antirespawn then
- respawnrequest()
- end
- end)
- sg:SetCore("ResetButtonCallback", rb)
- spawn(function()
- while c do
- if hum0 and hum1 then
- hum1.Jump = hum0.Jump
- end
- wait()
- end
- sg:SetCore("ResetButtonCallback", true)
- end)
- R15toR6 = R15toR6 and hum1 and (hum1.RigType == Enum.HumanoidRigType.R15)
- if R15toR6 then
- local part = gp(c, "HumanoidRootPart", "BasePart") or gp(c, "UpperTorso", "BasePart") or gp(c, "LowerTorso", "BasePart") or gp(c, "Head", "BasePart") or c:FindFirstChildWhichIsA("BasePart")
- if part then
- local cfr = part.CFrame
- local R6parts = {
- head = {
- Name = "Head",
- Size = v3(2, 1, 1),
- R15 = {
- Head = 0
- }
- },
- torso = {
- Name = "Torso",
- Size = v3(2, 2, 1),
- R15 = {
- UpperTorso = 0.2,
- LowerTorso = -0.8
- }
- },
- root = {
- Name = "HumanoidRootPart",
- Size = v3(2, 2, 1),
- R15 = {
- HumanoidRootPart = 0
- }
- },
- leftArm = {
- Name = "Left Arm",
- Size = v3(1, 2, 1),
- R15 = {
- LeftHand = -0.85,
- LeftLowerArm = -0.2,
- LeftUpperArm = 0.4
- }
- },
- rightArm = {
- Name = "Right Arm",
- Size = v3(1, 2, 1),
- R15 = {
- RightHand = -0.85,
- RightLowerArm = -0.2,
- RightUpperArm = 0.4
- }
- },
- leftLeg = {
- Name = "Left Leg",
- Size = v3(1, 2, 1),
- R15 = {
- LeftFoot = -0.85,
- LeftLowerLeg = -0.15,
- LeftUpperLeg = 0.6
- }
- },
- rightLeg = {
- Name = "Right Leg",
- Size = v3(1, 2, 1),
- R15 = {
- RightFoot = -0.85,
- RightLowerLeg = -0.15,
- RightUpperLeg = 0.6
- }
- }
- }
- for i, v in pairs(c:GetChildren()) do
- if v:IsA("BasePart") then
- for i1, v1 in pairs(v:GetChildren()) do
- if v1:IsA("Motor6D") then
- v1.Part0 = nil
- end
- end
- end
- end
- part.Archivable = true
- for i, v in pairs(R6parts) do
- local part = part:Clone()
- part:ClearAllChildren()
- part.Name = v.Name
- part.Size = v.Size
- part.CFrame = cfr
- part.Anchored = false
- part.Transparency = 1
- part.CanCollide = false
- for i1, v1 in pairs(v.R15) do
- local R15part = gp(c, i1, "BasePart")
- local att = gp(R15part, "att1_" .. i1, "Attachment")
- if R15part then
- local weld = Instance.new("Weld", R15part)
- weld.Name = "Weld_" .. i1
- weld.Part0 = part
- weld.Part1 = R15part
- weld.C0 = cf(0, v1, 0)
- weld.C1 = cf(0, 0, 0)
- R15part.Massless = true
- R15part.Name = "R15_" .. i1
- R15part.Parent = part
- if att then
- att.Parent = part
- att.Position = v3(0, v1, 0)
- end
- end
- end
- part.Parent = c
- R6parts[i] = part
- end
- local R6joints = {
- neck = {
- Parent = R6parts.torso,
- Name = "Neck",
- Part0 = R6parts.torso,
- Part1 = R6parts.head,
- C0 = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0),
- C1 = cf(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)
- },
- rootJoint = {
- Parent = R6parts.root,
- Name = "RootJoint" ,
- Part0 = R6parts.root,
- Part1 = R6parts.torso,
- C0 = cf(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0),
- C1 = cf(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)
- },
- rightShoulder = {
- Parent = R6parts.torso,
- Name = "Right Shoulder",
- Part0 = R6parts.torso,
- Part1 = R6parts.rightArm,
- C0 = cf(1, 0.5, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0),
- C1 = cf(-0.5, 0.5, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)
- },
- leftShoulder = {
- Parent = R6parts.torso,
- Name = "Left Shoulder",
- Part0 = R6parts.torso,
- Part1 = R6parts.leftArm,
- C0 = cf(-1, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0),
- C1 = cf(0.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- },
- rightHip = {
- Parent = R6parts.torso,
- Name = "Right Hip",
- Part0 = R6parts.torso,
- Part1 = R6parts.rightLeg,
- C0 = cf(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0),
- C1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)
- },
- leftHip = {
- Parent = R6parts.torso,
- Name = "Left Hip" ,
- Part0 = R6parts.torso,
- Part1 = R6parts.leftLeg,
- C0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0),
- C1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- }
- }
- for i, v in pairs(R6joints) do
- local joint = Instance.new("Motor6D")
- for prop, val in pairs(v) do
- joint[prop] = val
- end
- R6joints[i] = joint
- end
- hum1.RigType = Enum.HumanoidRigType.R6
- hum1.HipHeight = 0
- end
- end
- --find rig joints
- local function fakemotor()
- return {C0=cf(), C1=cf()}
- end
- local torso = gp(c, "Torso", "BasePart")
- local root = gp(c, "HumanoidRootPart", "BasePart")
- local neck = gp(torso, "Neck", "Motor6D")
- neck = neck or fakemotor()
- local rootJoint = gp(root, "RootJoint", "Motor6D")
- rootJoint = rootJoint or fakemotor()
- local leftShoulder = gp(torso, "Left Shoulder", "Motor6D")
- leftShoulder = leftShoulder or fakemotor()
- local rightShoulder = gp(torso, "Right Shoulder", "Motor6D")
- rightShoulder = rightShoulder or fakemotor()
- local leftHip = gp(torso, "Left Hip", "Motor6D")
- leftHip = leftHip or fakemotor()
- local rightHip = gp(torso, "Right Hip", "Motor6D")
- rightHip = rightHip or fakemotor()
- --120 fps
- local fps = 100
- local event = Instance.new("BindableEvent", c)
- event.Name = "120 fps"
- local floor = math.floor
- fps = 1 / fps
- local tf = 0
- local con = nil
- con = game:GetService("RunService").RenderStepped:Connect(function(s)
- if not c then
- con:Disconnect()
- return
- end
- tf += s
- if tf >= fps then
- for i=1, floor(tf / fps) do
- event:Fire(c)
- end
- tf = 0
- end
- end)
- local event = event.Event
- local hedrot = v3(0, 5, 0)
- local uis = game:GetService("UserInputService")
- local function isPressed(key)
- return (not uis:GetFocusedTextBox()) and uis:IsKeyDown(Enum.KeyCode[key])
- end
- local biggesthandle = nil
- for i, v in pairs(c:GetChildren()) do
- if v:IsA("Accessory") then
- local handle = gp(v, "Handle", "BasePart")
- if biggesthandle then
- if biggesthandle.Size.Magnitude < handle.Size.Magnitude then
- biggesthandle = handle
- end
- else
- biggesthandle = gp(v, "Handle", "BasePart")
- end
- end
- end
- if not biggesthandle then
- return
- end
- local handle1 = gp(gp(model, biggesthandle.Parent.Name, "Accessory"), "Handle", "BasePart")
- if not handle1 then
- return
- end
- handle1.Destroying:Connect(function()
- handle1 = nil
- end)
- biggesthandle.Destroying:Connect(function()
- biggesthandle = nil
- end)
- biggesthandle:BreakJoints()
- biggesthandle.Anchored = true
- for i, v in pairs(handle1:GetDescendants()) do
- if v:IsA("AlignOrientation") then
- v.Enabled = false
- end
- end
- local mouse = lp:GetMouse()
- local fling = false
- mouse.Button1Down:Connect(function()
- fling = true
- end)
- mouse.Button1Up:Connect(function()
- fling = false
- end)
- local function doForSignal(signal, vel)
- spawn(function()
- while signal:Wait() and c and handle1 and biggesthandle do
- if fling and mouse.Target then
- biggesthandle.Position = mouse.Hit.Position
- end
- handle1.RotVelocity = vel
- end
- end)
- end
- doForSignal(stepped, v3(1, 1, 1))
- doForSignal(renderstepped, v3(1, 1, 1))
- doForSignal(heartbeat, v3(20000, 20000, 20000))
- _G.loop = true
- local player = game.Players.LocalPlayer
- local char = player.Character
- local Align = function(Part0, Part1,Mesh)
- local Aligns = {
- AlignOrientation = Instance.new("AlignOrientation", Part0),
- AlignPosition = Instance.new("AlignPosition", Part0)
- }
- local Attachments = {
- Attach0 = Instance.new("Attachment", Part0),
- Attach1 = Instance.new("Attachment", Part1)
- }
- local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first "SpecialMesh" it finds if it does not find any, then it will return nil
- if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy it
- m:Destroy()
- end
- Part0:BreakJoints()
- Aligns.AlignOrientation.Attachment0 = Attachments.Attach0
- Aligns.AlignOrientation.Attachment1 = Attachments.Attach1
- Aligns.AlignOrientation.Responsiveness = math.huge
- Aligns.AlignOrientation.RigidityEnabled = true
- Aligns.AlignPosition.Attachment0 = Attachments.Attach0
- Aligns.AlignPosition.Attachment1 = Attachments.Attach1
- Aligns.AlignPosition.Responsiveness = math.huge
- Aligns.AlignPosition.RigidityEnabled = true
- Aligns.AlignPosition.MaxForce = 999999999
- spawn(function()
- while _G.loop do
- local mag = (Part0.Position - (Part1.CFrame*Attachments.Attach0.CFrame:Inverse()).p).magnitude--magnitude can get the distance between two cframe or position
- if mag >= 5 then
- Part0.CFrame = Part1.CFrame*Attachments.Attach0.CFrame:Inverse()
- end
- Part0.Velocity = Vector3.new(0,35,0)
- game['Run Service'].Heartbeat:wait()
- end
- end)
- return {Attachments.Attach0, Attachments, Aligns}
- end
- local hat = Align(char['LUAhEAD'].Handle,char['Torso'],false)
- local cf = char['Torso'].CFrame*CFrame.new(0,0,0)*CFrame.Angles(math.rad(90),math.rad(0),0)
- hat[1].CFrame = cf:Inverse() * char['Torso'].CFrame
- spawn(function()
- char.AncestryChanged:wait()--if you respawn, it will stop the loop to avoid lag of using it over and over
- _G.loop = false
- end)
- for i,v in pairs (char:GetChildren()) do
- if v:IsA("Accessory") then
- v.Handle.Massless = true
- v.Handle.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0)
- end
- end
- _G.loop = true
- local player = game.Players.LocalPlayer
- local char = player.Character
- local Align = function(Part0, Part1,Mesh)
- local Aligns = {
- AlignOrientation = Instance.new("AlignOrientation", Part0),
- AlignPosition = Instance.new("AlignPosition", Part0)
- }
- local Attachments = {
- Attach0 = Instance.new("Attachment", Part0),
- Attach1 = Instance.new("Attachment", Part1)
- }
- local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first "SpecialMesh" it finds if it does not find any, then it will return nil
- if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy it
- m:Destroy()
- end
- Part0:BreakJoints()
- Aligns.AlignOrientation.Attachment0 = Attachments.Attach0
- Aligns.AlignOrientation.Attachment1 = Attachments.Attach1
- Aligns.AlignOrientation.Responsiveness = math.huge
- Aligns.AlignOrientation.RigidityEnabled = true
- Aligns.AlignPosition.Attachment0 = Attachments.Attach0
- Aligns.AlignPosition.Attachment1 = Attachments.Attach1
- Aligns.AlignPosition.Responsiveness = math.huge
- Aligns.AlignPosition.RigidityEnabled = true
- Aligns.AlignPosition.MaxForce = 999999999
- spawn(function()
- while _G.loop do
- local mag = (Part0.Position - (Part1.CFrame*Attachments.Attach0.CFrame:Inverse()).p).magnitude--magnitude can get the distance between two cframe or position
- if mag >= 5 then
- Part0.CFrame = Part1.CFrame*Attachments.Attach0.CFrame:Inverse()
- end
- Part0.Velocity = Vector3.new(0,35,0)
- game['Run Service'].Heartbeat:wait()
- end
- end)
- return {Attachments.Attach0, Attachments, Aligns}
- end
- local hat = Align(char['VANS_Umbrella'].Handle,char['HumanoidRootPart'],false)
- local cf = char['HumanoidRootPart'].CFrame*CFrame.new(0,0,0)*CFrame.Angles(math.rad(90),math.rad(0),0)
- hat[1].CFrame = cf:Inverse() * char['HumanoidRootPart'].CFrame
- spawn(function()
- char.AncestryChanged:wait()--if you respawn, it will stop the loop to avoid lag of using it over and over
- _G.loop = false
- end)
- for i,v in pairs (char:GetChildren()) do
- if v:IsA("Accessory") then
- v.Handle.Massless = true
- v.Handle.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0)
- end
- end
- wait()
- c3 = {}
- function c3.new(r,g,b)
- return Color3.new(r/255,g/255,b/255)
- end
- primary = c3.new(0,0,0)
- secondary = c3.new(255,0,0)
- local player = game.Players.LocalPlayer
- repeat wait() until player.Character
- char = player.Character
- basesound = Instance.new("Sound")
- basepart = Instance.new("Part")
- baseexplosion = Instance.new("Explosion")
- spawn(function()
- while wait() do
- if not basesound then
- print'basesound nil'
- basesound = Instance.new("Sound")
- end
- if not baseexplosion then
- baseexplosion = Instance.new("Explosion")
- end
- if not basepart then
- basepart = Instance.new("Part")
- end
- end
- end)
- CreateInstance = function()
- cors = {}
- mas = Instance.new("Model",game:GetService("Lighting"))
- Model0 = Instance.new("Model")
- Model1 = Instance.new("Model")
- Part2 = Instance.new("Part")
- Part3 = Instance.new("Part")
- Motor6D4 = Instance.new("Motor6D")
- Motor6D5 = Instance.new("Motor6D")
- Part6 = Instance.new("Part")
- Motor6D7 = Instance.new("Motor6D")
- Part8 = Instance.new("Part")
- Motor6D9 = Instance.new("Motor6D")
- Model10 = Instance.new("Model")
- Part11 = Instance.new("Part")
- Part12 = Instance.new("Part")
- Motor6D13 = Instance.new("Motor6D")
- Motor6D14 = Instance.new("Motor6D")
- Part15 = Instance.new("Part")
- Motor6D16 = Instance.new("Motor6D")
- Part17 = Instance.new("Part")
- Motor6D18 = Instance.new("Motor6D")
- Model19 = Instance.new("Model")
- Part20 = Instance.new("Part")
- Part21 = Instance.new("Part")
- Motor6D22 = Instance.new("Motor6D")
- Motor6D23 = Instance.new("Motor6D")
- Part24 = Instance.new("Part")
- Motor6D25 = Instance.new("Motor6D")
- Part26 = Instance.new("Part")
- Motor6D27 = Instance.new("Motor6D")
- Model28 = Instance.new("Model")
- Part29 = Instance.new("Part")
- Part30 = Instance.new("Part")
- Motor6D31 = Instance.new("Motor6D")
- Motor6D32 = Instance.new("Motor6D")
- Part33 = Instance.new("Part")
- Motor6D34 = Instance.new("Motor6D")
- Part35 = Instance.new("Part")
- Motor6D36 = Instance.new("Motor6D")
- Part37 = Instance.new("Part")
- Motor6D38 = Instance.new("Motor6D")
- Model0.Name = "Bot"
- Model0.Parent = mas
- Model1.Name = "LeftLowerLeg"
- Model1.Parent = Model0
- Part2.Name = "Leg"
- Part2.Parent = Model1
- Part2.Material = Enum.Material.Metal
- Part2.BrickColor = BrickColor.new("Really black")
- Part2.Rotation = Vector3.new(0, 45, -111.299995)
- Part2.CanCollide = false
- Part2.Size = Vector3.new(6, 1, 1)
- Part2.CFrame = CFrame.new(32.2574959, 2.97668099, 10.4622593, -0.2568883, 0.65879637, 0.707109034, -0.931675911, -0.363295883, 2.88365015e-07, 0.256890744, -0.65879631, 0.707109392)
- Part2.BottomSurface = Enum.SurfaceType.Smooth
- Part2.TopSurface = Enum.SurfaceType.Smooth
- Part2.Color = Color3.new(0.0666667, 0.0666667, 0.0666667)
- Part2.Position = Vector3.new(32.2574959, 2.97668099, 10.4622593)
- Part2.Orientation = Vector3.new(0, 45, -111.299995)
- Part2.Color = Color3.new(0.0666667, 0.0666667, 0.0666667)
- Part3.Name = "Base"
- Part3.Parent = Model1
- Part3.Material = Enum.Material.Neon
- Part3.BrickColor = BrickColor.new("Really red")
- Part3.Transparency = 1
- Part3.Rotation = Vector3.new(0, 45, -21.2999992)
- Part3.CanCollide = false
- Part3.Shape = Enum.PartType.Ball
- Part3.Size = Vector3.new(1.10000002, 1.10000002, 1.10000002)
- Part3.CFrame = CFrame.new(36.3001213, 3.82847285, 6.41962528, 0.65879637, 0.2568883, 0.707109034, -0.363295883, 0.931675911, 2.88365015e-07, -0.65879631, -0.256890744, 0.707109392)
- Part3.BottomSurface = Enum.SurfaceType.Smooth
- Part3.TopSurface = Enum.SurfaceType.Smooth
- Part3.Color = Color3.new(1, 0, 0)
- Part3.Position = Vector3.new(36.3001213, 3.82847285, 6.41962528)
- Part3.Orientation = Vector3.new(0, 45, -21.2999992)
- Part3.Color = Color3.new(1, 0, 0)
- Motor6D4.Name = "Joint"
- Motor6D4.Parent = Part3
- Motor6D4.C0 = CFrame.new(-5, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- Motor6D4.C1 = CFrame.new(-2.49999809, 1.43051147e-06, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- Motor6D4.Part0 = Part3
- Motor6D4.Part1 = Part6
- Motor6D5.Parent = Part3
- Motor6D5.C1 = CFrame.new(-1.19987869, -0.671523809, 0.419622421, 0.658794224, 0.256887913, 0.707107604, -0.363295287, 0.931674659, 7.94126493e-07, -0.658793986, -0.256889552, 0.707107425)
- Motor6D5.Part0 = Part3
- Motor6D5.Part1 = Part37
- Part6.Name = "Leg"
- Part6.Parent = Model1
- Part6.Material = Enum.Material.Metal
- Part6.BrickColor = BrickColor.new("Really black")
- Part6.Rotation = Vector3.new(0, 45, -21.2999992)
- Part6.CanCollide = false
- Part6.Size = Vector3.new(5, 1, 1)
- Part6.CFrame = CFrame.new(34.6531296, 4.73671198, 8.06661797, 0.65879637, 0.2568883, 0.707109034, -0.363295883, 0.931675911, 2.88365015e-07, -0.65879631, -0.256890744, 0.707109392)
- Part6.BottomSurface = Enum.SurfaceType.Smooth
- Part6.TopSurface = Enum.SurfaceType.Smooth
- Part6.Color = Color3.new(0.0666667, 0.0666667, 0.0666667)
- Part6.Position = Vector3.new(34.6531296, 4.73671198, 8.06661797)
- Part6.Orientation = Vector3.new(0, 45, -21.2999992)
- Part6.Color = Color3.new(0.0666667, 0.0666667, 0.0666667)
- Motor6D7.Parent = Part6
- Motor6D7.C0 = CFrame.new(2.5999999, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- Motor6D7.C1 = CFrame.new(5.10000038, -2.38418579e-07, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- Motor6D7.Part0 = Part6
- Motor6D7.Part1 = Part8
- Part8.Name = "Knee"
- Part8.Parent = Model1
- Part8.Material = Enum.Material.Neon
- Part8.BrickColor = BrickColor.new("Really red")
- Part8.Rotation = Vector3.new(0, 45, -21.2999992)
- Part8.CanCollide = false
- Part8.Shape = Enum.PartType.Ball
- Part8.Size = Vector3.new(1.10000002, 1.10000002, 1.10000002)
- Part8.CFrame = CFrame.new(33.0061378, 5.6449523, 9.71360874, 0.65879637, 0.2568883, 0.707109034, -0.363295883, 0.931675911, 2.88365015e-07, -0.65879631, -0.256890744, 0.707109392)
- Part8.BottomSurface = Enum.SurfaceType.Smooth
- Part8.TopSurface = Enum.SurfaceType.Smooth
- Part8.Color = Color3.new(1, 0, 0)
- Part8.Position = Vector3.new(33.0061378, 5.6449523, 9.71360874)
- Part8.Orientation = Vector3.new(0, 45, -21.2999992)
- Part8.Color = Color3.new(1, 0, 0)
- Motor6D9.Name = "Joint"
- Motor6D9.Parent = Part8
- Motor6D9.C1 = CFrame.new(-2.87059045, 0.0170345306, 0, 0, -1, 0, 1, 0, -0, 0, 0, 1)
- Motor6D9.Part0 = Part8
- Motor6D9.Part1 = Part2
- Model10.Name = "RightLowerLeg"
- Model10.Parent = Model0
- Part11.Name = "Leg"
- Part11.Parent = Model10
- Part11.Material = Enum.Material.Metal
- Part11.BrickColor = BrickColor.new("Really black")
- Part11.Rotation = Vector3.new(-180, 45, 68.6999969)
- Part11.CanCollide = false
- Part11.Size = Vector3.new(6, 1, 1)
- Part11.CFrame = CFrame.new(42.8043213, 2.97667575, 10.493145, 0.256888568, -0.658794105, 0.707109451, -0.93167609, -0.363294035, 1.54012838e-07, 0.256888628, -0.658795714, -0.707108974)
- Part11.BottomSurface = Enum.SurfaceType.Smooth
- Part11.TopSurface = Enum.SurfaceType.Smooth
- Part11.Color = Color3.new(0.0666667, 0.0666667, 0.0666667)
- Part11.Position = Vector3.new(42.8043213, 2.97667575, 10.493145)
- Part11.Orientation = Vector3.new(0, 135, -111.299995)
- Part11.Color = Color3.new(0.0666667, 0.0666667, 0.0666667)
- Part12.Name = "Base"
- Part12.Parent = Model10
- Part12.Material = Enum.Material.Neon
- Part12.BrickColor = BrickColor.new("Really red")
- Part12.Transparency = 1
- Part12.Rotation = Vector3.new(-180, 45, 158.699997)
- Part12.CanCollide = false
- Part12.Shape = Enum.PartType.Ball
- Part12.Size = Vector3.new(1.10000002, 1.10000002, 1.10000002)
- Part12.CFrame = CFrame.new(38.7617035, 3.82847738, 6.45052004, -0.658794105, -0.256888568, 0.707109451, -0.363294035, 0.93167609, 1.54012838e-07, -0.658795714, -0.256888628, -0.707108974)
- Part12.BottomSurface = Enum.SurfaceType.Smooth
- Part12.TopSurface = Enum.SurfaceType.Smooth
- Part12.Color = Color3.new(1, 0, 0)
- Part12.Position = Vector3.new(38.7617035, 3.82847738, 6.45052004)
- Part12.Orientation = Vector3.new(0, 135, -21.2999992)
- Part12.Color = Color3.new(1, 0, 0)
- Motor6D13.Name = "Joint"
- Motor6D13.Parent = Part12
- Motor6D13.C0 = CFrame.new(-5, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- Motor6D13.C1 = CFrame.new(-2.49999809, 1.43051147e-06, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- Motor6D13.Part0 = Part12
- Motor6D13.Part1 = Part15
- Motor6D14.Parent = Part12
- Motor6D14.C1 = CFrame.new(1.26169586, -0.671518087, 0.450518131, -0.658792913, -0.256887645, 0.707107306, -0.363293976, 0.9316746, 2.46838681e-07, -0.658793926, -0.256887645, -0.707106411)
- Motor6D14.Part0 = Part12
- Motor6D14.Part1 = Part37
- Part15.Name = "Leg"
- Part15.Parent = Model10
- Part15.Material = Enum.Material.Metal
- Part15.BrickColor = BrickColor.new("Really black")
- Part15.Rotation = Vector3.new(-180, 45, 158.699997)
- Part15.CanCollide = false
- Part15.Size = Vector3.new(5, 1, 1)
- Part15.CFrame = CFrame.new(40.4086914, 4.73671198, 8.09751129, -0.658794105, -0.256888568, 0.707109451, -0.363294035, 0.93167609, 1.54012838e-07, -0.658795714, -0.256888628, -0.707108974)
- Part15.BottomSurface = Enum.SurfaceType.Smooth
- Part15.TopSurface = Enum.SurfaceType.Smooth
- Part15.Color = Color3.new(0.0666667, 0.0666667, 0.0666667)
- Part15.Position = Vector3.new(40.4086914, 4.73671198, 8.09751129)
- Part15.Orientation = Vector3.new(0, 135, -21.2999992)
- Part15.Color = Color3.new(0.0666667, 0.0666667, 0.0666667)
- Motor6D16.Parent = Part15
- Motor6D16.C0 = CFrame.new(2.5999999, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- Motor6D16.C1 = CFrame.new(5.10000038, -2.38418579e-07, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- Motor6D16.Part0 = Part15
- Motor6D16.Part1 = Part17
- Part17.Name = "Knee"
- Part17.Parent = Model10
- Part17.Material = Enum.Material.Neon
- Part17.BrickColor = BrickColor.new("Really red")
- Part17.Rotation = Vector3.new(-180, 45, 158.699997)
- Part17.CanCollide = false
- Part17.Shape = Enum.PartType.Ball
- Part17.Size = Vector3.new(1.10000002, 1.10000002, 1.10000002)
- Part17.CFrame = CFrame.new(42.0556755, 5.64494753, 9.74450111, -0.658794105, -0.256888568, 0.707109451, -0.363294035, 0.93167609, 1.54012838e-07, -0.658795714, -0.256888628, -0.707108974)
- Part17.BottomSurface = Enum.SurfaceType.Smooth
- Part17.TopSurface = Enum.SurfaceType.Smooth
- Part17.Color = Color3.new(1, 0, 0)
- Part17.Position = Vector3.new(42.0556755, 5.64494753, 9.74450111)
- Part17.Orientation = Vector3.new(0, 135, -21.2999992)
- Part17.Color = Color3.new(1, 0, 0)
- Motor6D18.Name = "Joint"
- Motor6D18.Parent = Part17
- Motor6D18.C1 = CFrame.new(-2.87059045, 0.0170345306, 0, 0, -1, 0, 1, 0, -0, 0, 0, 1)
- Motor6D18.Part0 = Part17
- Motor6D18.Part1 = Part11
- Model19.Name = "RightUpperLeg"
- Model19.Parent = Model0
- Part20.Name = "Leg"
- Part20.Parent = Model19
- Part20.Material = Enum.Material.Metal
- Part20.BrickColor = BrickColor.new("Really black")
- Part20.Rotation = Vector3.new(-180, -45, 68.6999969)
- Part20.CanCollide = false
- Part20.Size = Vector3.new(6, 1, 1)
- Part20.CFrame = CFrame.new(42.8043251, 2.97667956, 1.56864583, 0.256889135, -0.658794999, -0.707108319, -0.931675553, -0.363295496, 1.16880165e-06, -0.256889671, 0.658795893, -0.707108676)
- Part20.BottomSurface = Enum.SurfaceType.Smooth
- Part20.TopSurface = Enum.SurfaceType.Smooth
- Part20.Color = Color3.new(0.0666667, 0.0666667, 0.0666667)
- Part20.Position = Vector3.new(42.8043251, 2.97667956, 1.56864583)
- Part20.Orientation = Vector3.new(0, -135, -111.299995)
- Part20.Color = Color3.new(0.0666667, 0.0666667, 0.0666667)
- Part21.Name = "Base"
- Part21.Parent = Model19
- Part21.Material = Enum.Material.Neon
- Part21.BrickColor = BrickColor.new("Really red")
- Part21.Transparency = 1
- Part21.Rotation = Vector3.new(-180, -45, 158.699997)
- Part21.CanCollide = false
- Part21.Shape = Enum.PartType.Ball
- Part21.Size = Vector3.new(1.10000002, 1.10000002, 1.10000002)
- Part21.CFrame = CFrame.new(38.7617035, 3.82847285, 5.61127424, -0.658794999, -0.256889135, -0.707108319, -0.363295496, 0.931675553, 1.16880165e-06, 0.658795893, 0.256889671, -0.707108676)
- Part21.BottomSurface = Enum.SurfaceType.Smooth
- Part21.TopSurface = Enum.SurfaceType.Smooth
- Part21.Color = Color3.new(1, 0, 0)
- Part21.Position = Vector3.new(38.7617035, 3.82847285, 5.61127424)
- Part21.Orientation = Vector3.new(0, -135, -21.2999992)
- Part21.Color = Color3.new(1, 0, 0)
- Motor6D22.Name = "Joint"
- Motor6D22.Parent = Part21
- Motor6D22.C0 = CFrame.new(-5, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- Motor6D22.C1 = CFrame.new(-2.49999809, 1.43051147e-06, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- Motor6D22.Part0 = Part21
- Motor6D22.Part1 = Part24
- Motor6D23.Parent = Part21
- Motor6D23.C1 = CFrame.new(1.26169586, -0.671522856, -0.388725281, -0.658793211, -0.256887972, -0.707106888, -0.363295078, 0.931674182, 6.63038577e-07, 0.65879339, 0.256888986, -0.707106709)
- Motor6D23.Part0 = Part21
- Motor6D23.Part1 = Part37
- Part24.Name = "Leg"
- Part24.Parent = Model19
- Part24.Material = Enum.Material.Metal
- Part24.BrickColor = BrickColor.new("Really black")
- Part24.Rotation = Vector3.new(-180, -45, 158.699997)
- Part24.CanCollide = false
- Part24.Size = Vector3.new(5, 1, 1)
- Part24.CFrame = CFrame.new(40.4086914, 4.73671103, 3.96428299, -0.658794999, -0.256889135, -0.707108319, -0.363295496, 0.931675553, 1.16880165e-06, 0.658795893, 0.256889671, -0.707108676)
- Part24.BottomSurface = Enum.SurfaceType.Smooth
- Part24.TopSurface = Enum.SurfaceType.Smooth
- Part24.Color = Color3.new(0.0666667, 0.0666667, 0.0666667)
- Part24.Position = Vector3.new(40.4086914, 4.73671103, 3.96428299)
- Part24.Orientation = Vector3.new(0, -135, -21.2999992)
- Part24.Color = Color3.new(0.0666667, 0.0666667, 0.0666667)
- Motor6D25.Parent = Part24
- Motor6D25.C0 = CFrame.new(2.5999999, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- Motor6D25.C1 = CFrame.new(5.10000038, -2.38418579e-07, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- Motor6D25.Part0 = Part24
- Motor6D25.Part1 = Part26
- Part26.Name = "Knee"
- Part26.Parent = Model19
- Part26.Material = Enum.Material.Neon
- Part26.BrickColor = BrickColor.new("Really red")
- Part26.Rotation = Vector3.new(-180, -45, 158.699997)
- Part26.CanCollide = false
- Part26.Shape = Enum.PartType.Ball
- Part26.Size = Vector3.new(1.10000002, 1.10000002, 1.10000002)
- Part26.CFrame = CFrame.new(42.0556793, 5.64494991, 2.31729317, -0.658794999, -0.256889135, -0.707108319, -0.363295496, 0.931675553, 1.16880165e-06, 0.658795893, 0.256889671, -0.707108676)
- Part26.BottomSurface = Enum.SurfaceType.Smooth
- Part26.TopSurface = Enum.SurfaceType.Smooth
- Part26.Color = Color3.new(1, 0, 0)
- Part26.Position = Vector3.new(42.0556793, 5.64494991, 2.31729317)
- Part26.Orientation = Vector3.new(0, -135, -21.2999992)
- Part26.Color = Color3.new(1, 0, 0)
- Motor6D27.Name = "Joint"
- Motor6D27.Parent = Part26
- Motor6D27.C1 = CFrame.new(-2.87059045, 0.0170345306, 0, 0, -1, 0, 1, 0, -0, 0, 0, 1)
- Motor6D27.Part0 = Part26
- Motor6D27.Part1 = Part20
- Model28.Name = "LeftUpperLeg"
- Model28.Parent = Model0
- Part29.Name = "Leg"
- Part29.Parent = Model28
- Part29.Material = Enum.Material.Metal
- Part29.BrickColor = BrickColor.new("Really black")
- Part29.Rotation = Vector3.new(0, -45, -111.299995)
- Part29.CanCollide = false
- Part29.Size = Vector3.new(6, 1, 1)
- Part29.CFrame = CFrame.new(32.2575073, 2.97668052, 1.53776193, -0.256887734, 0.658793867, -0.70710808, -0.931674898, -0.363295287, -5.81522841e-07, -0.256888896, 0.658794224, 0.707108021)
- Part29.BottomSurface = Enum.SurfaceType.Smooth
- Part29.TopSurface = Enum.SurfaceType.Smooth
- Part29.Color = Color3.new(0.0666667, 0.0666667, 0.0666667)
- Part29.Position = Vector3.new(32.2575073, 2.97668052, 1.53776193)
- Part29.Orientation = Vector3.new(0, -45, -111.299995)
- Part29.Color = Color3.new(0.0666667, 0.0666667, 0.0666667)
- Part30.Name = "Base"
- Part30.Parent = Model28
- Part30.Material = Enum.Material.Neon
- Part30.BrickColor = BrickColor.new("Really red")
- Part30.Transparency = 1
- Part30.Rotation = Vector3.new(0, -45, -21.2999992)
- Part30.CanCollide = false
- Part30.Shape = Enum.PartType.Ball
- Part30.Size = Vector3.new(1.10000002, 1.10000002, 1.10000002)
- Part30.CFrame = CFrame.new(36.3001213, 3.82847309, 5.58037996, 0.658793867, 0.256887734, -0.70710808, -0.363295287, 0.931674898, -5.81522841e-07, 0.658794224, 0.256888896, 0.707108021)
- Part30.BottomSurface = Enum.SurfaceType.Smooth
- Part30.TopSurface = Enum.SurfaceType.Smooth
- Part30.Color = Color3.new(1, 0, 0)
- Part30.Position = Vector3.new(36.3001213, 3.82847309, 5.58037996)
- Part30.Orientation = Vector3.new(0, -45, -21.2999992)
- Part30.Color = Color3.new(1, 0, 0)
- Motor6D31.Name = "Joint"
- Motor6D31.Parent = Part30
- Motor6D31.C0 = CFrame.new(-5, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- Motor6D31.C1 = CFrame.new(-2.49999809, 1.43051147e-06, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- Motor6D31.Part0 = Part30
- Motor6D31.Part1 = Part33
- Motor6D32.Parent = Part30
- Motor6D32.C1 = CFrame.new(-1.19987869, -0.671523809, -0.419620514, 0.658793986, 0.256887794, -0.707107961, -0.363295197, 0.931674778, -5.81522897e-07, 0.658794165, 0.256888896, 0.707107723)
- Motor6D32.Part0 = Part30
- Motor6D32.Part1 = Part37
- Part33.Name = "Leg"
- Part33.Parent = Model28
- Part33.Material = Enum.Material.Metal
- Part33.BrickColor = BrickColor.new("Really black")
- Part33.Rotation = Vector3.new(0, -45, -21.2999992)
- Part33.CanCollide = false
- Part33.Size = Vector3.new(5, 1, 1)
- Part33.CFrame = CFrame.new(34.6531334, 4.73671055, 3.93339276, 0.658793867, 0.256887734, -0.70710808, -0.363295287, 0.931674898, -5.81522841e-07, 0.658794224, 0.256888896, 0.707108021)
- Part33.BottomSurface = Enum.SurfaceType.Smooth
- Part33.TopSurface = Enum.SurfaceType.Smooth
- Part33.Color = Color3.new(0.0666667, 0.0666667, 0.0666667)
- Part33.Position = Vector3.new(34.6531334, 4.73671055, 3.93339276)
- Part33.Orientation = Vector3.new(0, -45, -21.2999992)
- Part33.Color = Color3.new(0.0666667, 0.0666667, 0.0666667)
- Motor6D34.Parent = Part33
- Motor6D34.C0 = CFrame.new(2.5999999, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- Motor6D34.C1 = CFrame.new(5.10000038, -2.38418579e-07, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- Motor6D34.Part0 = Part33
- Motor6D34.Part1 = Part35
- Part35.Name = "Knee"
- Part35.Parent = Model28
- Part35.Material = Enum.Material.Neon
- Part35.BrickColor = BrickColor.new("Really red")
- Part35.Rotation = Vector3.new(0, -45, -21.2999992)
- Part35.CanCollide = false
- Part35.Shape = Enum.PartType.Ball
- Part35.Size = Vector3.new(1.10000002, 1.10000002, 1.10000002)
- Part35.CFrame = CFrame.new(33.0061493, 5.64494896, 2.28640699, 0.658793867, 0.256887734, -0.70710808, -0.363295287, 0.931674898, -5.81522841e-07, 0.658794224, 0.256888896, 0.707108021)
- Part35.BottomSurface = Enum.SurfaceType.Smooth
- Part35.TopSurface = Enum.SurfaceType.Smooth
- Part35.Color = Color3.new(1, 0, 0)
- Part35.Position = Vector3.new(33.0061493, 5.64494896, 2.28640699)
- Part35.Orientation = Vector3.new(0, -45, -21.2999992)
- Part35.Color = Color3.new(1, 0, 0)
- Motor6D36.Name = "Joint"
- Motor6D36.Parent = Part35
- Motor6D36.C1 = CFrame.new(-2.87059045, 0.0170345306, 0, 0, -1, 0, 1, 0, -0, 0, 0, 1)
- Motor6D36.Part0 = Part35
- Motor6D36.Part1 = Part29
- Part37.Name = "FakeTorso"
- Part37.Parent = Model0
- Part37.Transparency = 1
- Part37.Size = Vector3.new(2, 2, 1)
- Part37.CFrame = CFrame.new(37.5000038, 4.49999714, 6.00000095, 1.0000025, -4.23265476e-07, -4.76837158e-07, -4.2326559e-07, 1.00000143, -2.91990006e-07, -4.17232513e-07, -2.77089043e-07, 1.00000322)
- Part37.BottomSurface = Enum.SurfaceType.Smooth
- Part37.TopSurface = Enum.SurfaceType.Smooth
- Part37.Position = Vector3.new(37.5000038, 4.49999714, 6.00000095)
- Motor6D38.Name = "Motor"
- Motor6D38.Parent = Part37
- Motor6D38.Part0 = Part37
- for i,v in pairs(mas:GetChildren()) do
- v.Parent = workspace
- pcall(function() v:MakeJoints() end)
- end
- mas:Destroy()
- for i,v in pairs(cors) do
- spawn(function()
- pcall(v)
- end)
- end
- return Model0
- end
- local spiderbot = CreateInstance()
- spiderbot.Parent = char
- for i,v in pairs (spiderbot:GetDescendants()) do
- if v:IsA("BasePart") then
- v.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0)
- end
- end
- for i,v in pairs (char:GetDescendants()) do
- if v:IsA("Sound") then
- v.Volume = 0
- end
- end
- for i,v in pairs (spiderbot:GetDescendants()) do
- if v:IsA("BasePart") then
- if v.BrickColor == BrickColor.new("Really black") then
- v.Color = primary
- else
- v.Color = secondary
- end
- end
- end
- function tween(object,style,direction,t,goal)
- local tweenservice = game:GetService("TweenService")
- local tweenInfo = TweenInfo.new(t,Enum.EasingStyle[style],Enum.EasingDirection[direction])
- local tween = tweenservice:Create(object,tweenInfo,goal)
- tween:Play()
- return tween
- end
- local char = player.Character
- torso = char.Torso
- head = char.Head
- hrp = char.HumanoidRootPart
- hum = char.Humanoid
- hum.WalkSpeed = 20
- s = 0
- rstep = game:GetService("RunService").RenderStepped
- if char:FindFirstChild("Animate") then
- char.Animate:Destroy()
- end
- for i,v in pairs (hum:GetPlayingAnimationTracks()) do
- v:Stop()
- end
- local rl = torso['Right Hip']
- local ll = torso['Left Hip']
- local rs = torso['Right Shoulder']
- local ls = torso['Left Shoulder']
- local neck = torso.Neck
- local rs0 = rs.C0
- local ls0 = ls.C0
- local rl0 = rl.C0
- local ll0 = ll.C0
- local n0 = neck.C0
- function newSound(id,extrasettings)
- local soundy = basesound:Clone()
- if not soundy then soundy = Instance.new("Sound") end
- soundy.Parent = hrp
- soundy.Volume = 1
- soundy.SoundId = id
- if extrasettings then
- for i=1,#extrasettings do
- local sets = extrasettings[i]:gmatch("[%w%.]+")
- local set = {}
- for v in (sets) do
- table.insert(set,v)
- end
- soundy[set[1]] = set[2]
- end
- end
- soundy.Playing = true
- game.Debris:AddItem(soundy,5)
- return soundy
- end
- function woosh()
- local wooshes = {'rbxassetid://541909867','rbxassetid://541909814'}
- return newSound(wooshes[math.random(1,#wooshes)],{
- [1] = "PlaybackSpeed, "..tostring(1+math.random(-200,200)/1000);
- [2] = "Volume, 1";
- [3] = "PlaybackSpeed, 0.9";
- })
- end
- function hardhit()
- local wooshes = {'rbxassetid://565207203','rbxassetid://541909983','rbxassetid://541909913'}
- newSound(wooshes[math.random(1,#wooshes)],{
- [1] = "PlaybackSpeed, "..tostring(1+math.random(-100,100)/1000);
- [2] = "Volume, 2";
- })
- end
- function explosion()
- local wooshes = {'rbxassetid://262562442','rbxassetid://919941001','rbxassetid://539294959'}
- newSound(wooshes[math.random(1,#wooshes)],{
- [1] = "PlaybackSpeed, "..tostring(1+math.random(-100,100)/1000);
- [2] = "Volume, 2";
- })
- end
- function hit()
- local hitsounds = {"rbxassetid://220025741",
- "rbxassetid://220025689",
- "rbxassetid://220025689"
- }
- return newSound(hitsounds[math.random(1,#hitsounds)],{
- [1] = "PlaybackSpeed, "..tostring(1+math.random(-200,200)/1000);
- [2] = "Volume, 0.5";
- })
- end
- local csine = 0
- rstep:connect(function()
- if not flying then
- csine = csine + 0.025
- local csin = math.sin(csine)
- rl.C0 = rl.C0:lerp(rl0 * CFrame.Angles(csin/25 + math.rad(-2),0,0), 0.2)
- ll.C0 = ll.C0:lerp(ll0 * CFrame.Angles(csin/25 + math.rad(-2),0,0), 0.2)
- rs.C0 = rs.C0:lerp(rs0 * CFrame.Angles(-csin/15 + math.rad(-6),0,0), 0.2)
- ls.C0 = ls.C0:lerp(ls0 * CFrame.Angles(-csin/15 + math.rad(-6),0,0), 0.2)
- neck.C0 = neck.C0:lerp(n0 * CFrame.Angles(csin/15 + math.rad(15),0,0), 0.2)
- else
- csine = csine + 0.025
- local csin = math.sin(csine)
- rl.C0 = rl.C0:lerp(rl0 * CFrame.Angles(csin/25 + math.rad(-2),0,0), 0.2)
- ll.C0 = ll.C0:lerp(ll0 * CFrame.Angles(csin/25 + math.rad(-2),0,0), 0.2)
- rs.C0 = rs.C0:lerp(rs0 * CFrame.Angles(-csin/10 + math.rad(-90),0,0) * CFrame.new(0,-0.5,-0.5), 0.2)
- ls.C0 = ls.C0:lerp(ls0 * CFrame.Angles(-csin/10 + math.rad(-90),0,0) * CFrame.new(0,-0.5,-0.5), 0.2)
- neck.C0 = neck.C0:lerp(n0 * CFrame.Angles(csin/15 + math.rad(5),0,0), 0.2)
- end
- end)
- hum.HipHeight = 1.25
- center = spiderbot.FakeTorso
- cmotor = center.Motor
- cmotor.Part1 = torso
- LLL = spiderbot.LeftLowerLeg
- LUL = spiderbot.LeftUpperLeg
- RLL = spiderbot.RightLowerLeg
- RUL = spiderbot.RightUpperLeg
- lll = LLL.Base.Motor6D
- lul = LUL.Base.Motor6D
- rll = RLL.Base.Motor6D
- rul = RUL.Base.Motor6D
- lll2 = LLL.Knee.Joint
- lul2 = LUL.Knee.Joint
- rll2 = RLL.Knee.Joint
- rul2 = RUL.Knee.Joint
- olll = lll.C0 * CFrame.new(-0.5,0,-1) * CFrame.new(-0.3,-0.75,0.3)
- olul = lul.C0 * CFrame.new(-0.5,0,1) * CFrame.new(-0.3,-0.75,-0.3)
- orll = rll.C0 * CFrame.new(-0.5,0,1) * CFrame.new(-0.3,-0.75,-0.3)
- orul = rul.C0 * CFrame.new(-0.5,0,-1) * CFrame.new(-0.3,-0.75,0.3)
- lll2.C0 = lll2.C0
- lul2.C0 = lul2.C0
- rll2.C0 = rll2.C0
- rul2.C0 = rul2.C0
- olll2 = lll2.C0
- olul2 = lul2.C0
- orll2 = rll2.C0
- orul2 = rul2.C0
- _G.loop = true
- local player = game.Players.LocalPlayer
- local char = player.Character
- local Align = function(Part0, Part1,Mesh)
- local Aligns = {
- AlignOrientation = Instance.new("AlignOrientation", Part0),
- AlignPosition = Instance.new("AlignPosition", Part0)
- }
- local Attachments = {
- Attach0 = Instance.new("Attachment", Part0),
- Attach1 = Instance.new("Attachment", Part1)
- }
- local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first "SpecialMesh" it finds if it does not find any, then it will return nil
- if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy it
- m:Destroy()
- end
- Part0:BreakJoints()
- Aligns.AlignOrientation.Attachment0 = Attachments.Attach0
- Aligns.AlignOrientation.Attachment1 = Attachments.Attach1
- Aligns.AlignOrientation.Responsiveness = math.huge
- Aligns.AlignOrientation.RigidityEnabled = true
- Aligns.AlignPosition.Attachment0 = Attachments.Attach0
- Aligns.AlignPosition.Attachment1 = Attachments.Attach1
- Aligns.AlignPosition.Responsiveness = math.huge
- Aligns.AlignPosition.RigidityEnabled = true
- Aligns.AlignPosition.MaxForce = 999999999
- spawn(function()
- while _G.loop do
- local mag = (Part0.Position - (Part1.CFrame*Attachments.Attach0.CFrame:Inverse()).p).magnitude--magnitude can get the distance between two cframe or position
- if mag >= 5 then
- Part0.CFrame = Part1.CFrame*Attachments.Attach0.CFrame:Inverse()
- end
- Part0.Velocity = Vector3.new(0,35,0)
- game['Run Service'].Heartbeat:wait()
- end
- end)
- return {Attachments.Attach0, Attachments, Aligns}
- end
- local hat = Align(char['Lipstick_Bag_1.0'].Handle,game:GetService("Workspace").LocalPlayer.Bot.RightUpperLeg:GetChildren()[3],false)
- local cf = game:GetService("Workspace").LocalPlayer.Bot.RightUpperLeg:GetChildren()[3].CFrame*CFrame.new(-1,0,-0)*CFrame.Angles(math.rad(0),math.rad(0),0)
- hat[1].CFrame = cf:Inverse() * game:GetService("Workspace").LocalPlayer.Bot.RightUpperLeg:GetChildren()[3].CFrame
- spawn(function()
- char.AncestryChanged:wait()--if you respawn, it will stop the loop to avoid lag of using it over and over
- _G.loop = false
- end)
- for i,v in pairs (char:GetChildren()) do
- if v:IsA("Accessory") then
- v.Handle.Massless = true
- v.Handle.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0)
- end
- end
- _G.loop = true
- local player = game.Players.LocalPlayer
- local char = player.Character
- local Align = function(Part0, Part1,Mesh)
- local Aligns = {
- AlignOrientation = Instance.new("AlignOrientation", Part0),
- AlignPosition = Instance.new("AlignPosition", Part0)
- }
- local Attachments = {
- Attach0 = Instance.new("Attachment", Part0),
- Attach1 = Instance.new("Attachment", Part1)
- }
- local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first "SpecialMesh" it finds if it does not find any, then it will return nil
- if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy it
- m:Destroy()
- end
- Part0:BreakJoints()
- Aligns.AlignOrientation.Attachment0 = Attachments.Attach0
- Aligns.AlignOrientation.Attachment1 = Attachments.Attach1
- Aligns.AlignOrientation.Responsiveness = math.huge
- Aligns.AlignOrientation.RigidityEnabled = true
- Aligns.AlignPosition.Attachment0 = Attachments.Attach0
- Aligns.AlignPosition.Attachment1 = Attachments.Attach1
- Aligns.AlignPosition.Responsiveness = math.huge
- Aligns.AlignPosition.RigidityEnabled = true
- Aligns.AlignPosition.MaxForce = 999999999
- spawn(function()
- while _G.loop do
- local mag = (Part0.Position - (Part1.CFrame*Attachments.Attach0.CFrame:Inverse()).p).magnitude--magnitude can get the distance between two cframe or position
- if mag >= 5 then
- Part0.CFrame = Part1.CFrame*Attachments.Attach0.CFrame:Inverse()
- end
- Part0.Velocity = Vector3.new(0,35,0)
- game['Run Service'].Heartbeat:wait()
- end
- end)
- return {Attachments.Attach0, Attachments, Aligns}
- end
- local hat = Align(char['Lipstick_Bag_3.0'].Handle,game:GetService("Workspace").INSULT_BALL.Bot.RightUpperLeg.Leg,false)
- local cf = game:GetService("Workspace").INSULT_BALL.Bot.RightUpperLeg.Leg.CFrame*CFrame.new(1.5,0,0)*CFrame.Angles(math.rad(0),math.rad(0),0)
- hat[1].CFrame = cf:Inverse() * game:GetService("Workspace").INSULT_BALL.Bot.RightUpperLeg.Leg.CFrame
- spawn(function()
- char.AncestryChanged:wait()--if you respawn, it will stop the loop to avoid lag of using it over and over
- _G.loop = false
- end)
- for i,v in pairs (char:GetChildren()) do
- if v:IsA("Accessory") then
- v.Handle.Massless = true
- v.Handle.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0)
- end
- end
- _G.loop = true
- local player = game.Players.LocalPlayer
- local char = player.Character
- local Align = function(Part0, Part1,Mesh)
- local Aligns = {
- AlignOrientation = Instance.new("AlignOrientation", Part0),
- AlignPosition = Instance.new("AlignPosition", Part0)
- }
- local Attachments = {
- Attach0 = Instance.new("Attachment", Part0),
- Attach1 = Instance.new("Attachment", Part1)
- }
- local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first "SpecialMesh" it finds if it does not find any, then it will return nil
- if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy it
- m:Destroy()
- end
- Part0:BreakJoints()
- Aligns.AlignOrientation.Attachment0 = Attachments.Attach0
- Aligns.AlignOrientation.Attachment1 = Attachments.Attach1
- Aligns.AlignOrientation.Responsiveness = math.huge
- Aligns.AlignOrientation.RigidityEnabled = true
- Aligns.AlignPosition.Attachment0 = Attachments.Attach0
- Aligns.AlignPosition.Attachment1 = Attachments.Attach1
- Aligns.AlignPosition.Responsiveness = math.huge
- Aligns.AlignPosition.RigidityEnabled = true
- Aligns.AlignPosition.MaxForce = 999999999
- spawn(function()
- while _G.loop do
- local mag = (Part0.Position - (Part1.CFrame*Attachments.Attach0.CFrame:Inverse()).p).magnitude--magnitude can get the distance between two cframe or position
- if mag >= 5 then
- Part0.CFrame = Part1.CFrame*Attachments.Attach0.CFrame:Inverse()
- end
- Part0.Velocity = Vector3.new(0,35,0)
- game['Run Service'].Heartbeat:wait()
- end
- end)
- return {Attachments.Attach0, Attachments, Aligns}
- end
- local hat = Align(char['HatAccessory'].Handle,game:GetService("Workspace").INSULT_BALL.Bot.LeftLowerLeg:GetChildren()[3],false)
- local cf = game:GetService("Workspace").INSULT_BALL.Bot.LeftLowerLeg:GetChildren()[3].CFrame*CFrame.new(-1,0,0)*CFrame.Angles(math.rad(60),math.rad(90),10)
- hat[1].CFrame = cf:Inverse() * game:GetService("Workspace").INSULT_BALL.Bot.LeftLowerLeg:GetChildren()[3].CFrame
- spawn(function()
- char.AncestryChanged:wait()--if you respawn, it will stop the loop to avoid lag of using it over and over
- _G.loop = false
- end)
- for i,v in pairs (char:GetChildren()) do
- if v:IsA("Accessory") then
- v.Handle.Massless = true
- v.Handle.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0)
- end
- end
- _G.loop = true
- local player = game.Players.LocalPlayer
- local char = player.Character
- local Align = function(Part0, Part1,Mesh)
- local Aligns = {
- AlignOrientation = Instance.new("AlignOrientation", Part0),
- AlignPosition = Instance.new("AlignPosition", Part0)
- }
- local Attachments = {
- Attach0 = Instance.new("Attachment", Part0),
- Attach1 = Instance.new("Attachment", Part1)
- }
- local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first "SpecialMesh" it finds if it does not find any, then it will return nil
- if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy it
- m:Destroy()
- end
- Part0:BreakJoints()
- Aligns.AlignOrientation.Attachment0 = Attachments.Attach0
- Aligns.AlignOrientation.Attachment1 = Attachments.Attach1
- Aligns.AlignOrientation.Responsiveness = math.huge
- Aligns.AlignOrientation.RigidityEnabled = true
- Aligns.AlignPosition.Attachment0 = Attachments.Attach0
- Aligns.AlignPosition.Attachment1 = Attachments.Attach1
- Aligns.AlignPosition.Responsiveness = math.huge
- Aligns.AlignPosition.RigidityEnabled = true
- Aligns.AlignPosition.MaxForce = 999999999
- spawn(function()
- while _G.loop do
- local mag = (Part0.Position - (Part1.CFrame*Attachments.Attach0.CFrame:Inverse()).p).magnitude--magnitude can get the distance between two cframe or position
- if mag >= 5 then
- Part0.CFrame = Part1.CFrame*Attachments.Attach0.CFrame:Inverse()
- end
- Part0.Velocity = Vector3.new(0,35,0)
- game['Run Service'].Heartbeat:wait()
- end
- end)
- return {Attachments.Attach0, Attachments, Aligns}
- end
- local hat = Align(char['PirateCaptain_HatAccessory'].Handle,game:GetService("Workspace").INSULT_BALL.Bot.LeftLowerLeg.Leg,false)
- local cf = game:GetService("Workspace").INSULT_BALL.Bot.LeftLowerLeg.Leg.CFrame*CFrame.new(1.5,0,0)*CFrame.Angles(math.rad(60),math.rad(90),10)
- hat[1].CFrame = cf:Inverse() * game:GetService("Workspace").INSULT_BALL.Bot.LeftLowerLeg.Leg.CFrame
- spawn(function()
- char.AncestryChanged:wait()--if you respawn, it will stop the loop to avoid lag of using it over and over
- _G.loop = false
- end)
- for i,v in pairs (char:GetChildren()) do
- if v:IsA("Accessory") then
- v.Handle.Massless = true
- v.Handle.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0)
- end
- end
- _G.loop = true
- local player = game.Players.LocalPlayer
- local char = player.Character
- local Align = function(Part0, Part1,Mesh)
- local Aligns = {
- AlignOrientation = Instance.new("AlignOrientation", Part0),
- AlignPosition = Instance.new("AlignPosition", Part0)
- }
- local Attachments = {
- Attach0 = Instance.new("Attachment", Part0),
- Attach1 = Instance.new("Attachment", Part1)
- }
- local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first "SpecialMesh" it finds if it does not find any, then it will return nil
- if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy it
- m:Destroy()
- end
- Part0:BreakJoints()
- Aligns.AlignOrientation.Attachment0 = Attachments.Attach0
- Aligns.AlignOrientation.Attachment1 = Attachments.Attach1
- Aligns.AlignOrientation.Responsiveness = math.huge
- Aligns.AlignOrientation.RigidityEnabled = true
- Aligns.AlignPosition.Attachment0 = Attachments.Attach0
- Aligns.AlignPosition.Attachment1 = Attachments.Attach1
- Aligns.AlignPosition.Responsiveness = math.huge
- Aligns.AlignPosition.RigidityEnabled = true
- Aligns.AlignPosition.MaxForce = 999999999
- spawn(function()
- while _G.loop do
- local mag = (Part0.Position - (Part1.CFrame*Attachments.Attach0.CFrame:Inverse()).p).magnitude--magnitude can get the distance between two cframe or position
- if mag >= 5 then
- Part0.CFrame = Part1.CFrame*Attachments.Attach0.CFrame:Inverse()
- end
- Part0.Velocity = Vector3.new(0,35,0)
- game['Run Service'].Heartbeat:wait()
- end
- end)
- return {Attachments.Attach0, Attachments, Aligns}
- end
- local hat = Align(char['RedcliffKnight_HelmetAccessory'].Handle,game:GetService("Workspace").INSULT_BALL.Bot.RightLowerLeg:GetChildren()[3],false)
- local cf = game:GetService("Workspace").INSULT_BALL.Bot.RightLowerLeg:GetChildren()[3].CFrame*CFrame.new(-1.7,0,0)*CFrame.Angles(math.rad(60),math.rad(90),10)
- hat[1].CFrame = cf:Inverse() * game:GetService("Workspace").INSULT_BALL.Bot.RightLowerLeg:GetChildren()[3].CFrame
- spawn(function()
- char.AncestryChanged:wait()--if you respawn, it will stop the loop to avoid lag of using it over and over
- _G.loop = false
- end)
- for i,v in pairs (char:GetChildren()) do
- if v:IsA("Accessory") then
- v.Handle.Massless = true
- v.Handle.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0)
- end
- end
- _G.loop = true
- local player = game.Players.LocalPlayer
- local char = player.Character
- local Align = function(Part0, Part1,Mesh)
- local Aligns = {
- AlignOrientation = Instance.new("AlignOrientation", Part0),
- AlignPosition = Instance.new("AlignPosition", Part0)
- }
- local Attachments = {
- Attach0 = Instance.new("Attachment", Part0),
- Attach1 = Instance.new("Attachment", Part1)
- }
- local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first "SpecialMesh" it finds if it does not find any, then it will return nil
- if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy it
- m:Destroy()
- end
- Part0:BreakJoints()
- Aligns.AlignOrientation.Attachment0 = Attachments.Attach0
- Aligns.AlignOrientation.Attachment1 = Attachments.Attach1
- Aligns.AlignOrientation.Responsiveness = math.huge
- Aligns.AlignOrientation.RigidityEnabled = true
- Aligns.AlignPosition.Attachment0 = Attachments.Attach0
- Aligns.AlignPosition.Attachment1 = Attachments.Attach1
- Aligns.AlignPosition.Responsiveness = math.huge
- Aligns.AlignPosition.RigidityEnabled = true
- Aligns.AlignPosition.MaxForce = 999999999
- spawn(function()
- while _G.loop do
- local mag = (Part0.Position - (Part1.CFrame*Attachments.Attach0.CFrame:Inverse()).p).magnitude--magnitude can get the distance between two cframe or position
- if mag >= 5 then
- Part0.CFrame = Part1.CFrame*Attachments.Attach0.CFrame:Inverse()
- end
- Part0.Velocity = Vector3.new(0,35,0)
- game['Run Service'].Heartbeat:wait()
- end
- end)
- return {Attachments.Attach0, Attachments, Aligns}
- end
- local hat = Align(char['HairAccessory'].Handle,game:GetService("Workspace").INSULT_BALL.Bot.LeftUpperLeg:GetChildren()[3],false)
- local cf = game:GetService("Workspace").INSULT_BALL.Bot.LeftUpperLeg:GetChildren()[3].CFrame*CFrame.new(-1,0,0)*CFrame.Angles(math.rad(60),math.rad(90),10)
- hat[1].CFrame = cf:Inverse() * game:GetService("Workspace").INSULT_BALL.Bot.LeftUpperLeg:GetChildren()[3].CFrame
- spawn(function()
- char.AncestryChanged:wait()--if you respawn, it will stop the loop to avoid lag of using it over and over
- _G.loop = false
- end)
- for i,v in pairs (char:GetChildren()) do
- if v:IsA("Accessory") then
- v.Handle.Massless = true
- v.Handle.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0)
- end
- end
- _G.loop = true
- local player = game.Players.LocalPlayer
- local char = player.Character
- local Align = function(Part0, Part1,Mesh)
- local Aligns = {
- AlignOrientation = Instance.new("AlignOrientation", Part0),
- AlignPosition = Instance.new("AlignPosition", Part0)
- }
- local Attachments = {
- Attach0 = Instance.new("Attachment", Part0),
- Attach1 = Instance.new("Attachment", Part1)
- }
- local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first "SpecialMesh" it finds if it does not find any, then it will return nil
- if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy it
- m:Destroy()
- end
- Part0:BreakJoints()
- Aligns.AlignOrientation.Attachment0 = Attachments.Attach0
- Aligns.AlignOrientation.Attachment1 = Attachments.Attach1
- Aligns.AlignOrientation.Responsiveness = math.huge
- Aligns.AlignOrientation.RigidityEnabled = true
- Aligns.AlignPosition.Attachment0 = Attachments.Attach0
- Aligns.AlignPosition.Attachment1 = Attachments.Attach1
- Aligns.AlignPosition.Responsiveness = math.huge
- Aligns.AlignPosition.RigidityEnabled = true
- Aligns.AlignPosition.MaxForce = 999999999
- spawn(function()
- while _G.loop do
- local mag = (Part0.Position - (Part1.CFrame*Attachments.Attach0.CFrame:Inverse()).p).magnitude--magnitude can get the distance between two cframe or position
- if mag >= 5 then
- Part0.CFrame = Part1.CFrame*Attachments.Attach0.CFrame:Inverse()
- end
- Part0.Velocity = Vector3.new(0,35,0)
- game['Run Service'].Heartbeat:wait()
- end
- end)
- return {Attachments.Attach0, Attachments, Aligns}
- end
- local hat = Align(char['RockabillyZombie_HairnGlassesAccessory'].Handle,game:GetService("Workspace").INSULT_BALL.Bot.LeftUpperLeg.Leg,false)
- local cf = game:GetService("Workspace").INSULT_BALL.Bot.LeftUpperLeg.Leg.CFrame*CFrame.new(1.5,0,0)*CFrame.Angles(math.rad(60),math.rad(90),10)
- hat[1].CFrame = cf:Inverse() * game:GetService("Workspace").INSULT_BALL.Bot.LeftUpperLeg.Leg.CFrame
- spawn(function()
- char.AncestryChanged:wait()--if you respawn, it will stop the loop to avoid lag of using it over and over
- _G.loop = false
- end)
- for i,v in pairs (char:GetChildren()) do
- if v:IsA("Accessory") then
- v.Handle.Massless = true
- v.Handle.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0)
- end
- end
- _G.loop = true
- local player = game.Players.LocalPlayer
- local char = player.Character
- local Align = function(Part0, Part1,Mesh)
- local Aligns = {
- AlignOrientation = Instance.new("AlignOrientation", Part0),
- AlignPosition = Instance.new("AlignPosition", Part0)
- }
- local Attachments = {
- Attach0 = Instance.new("Attachment", Part0),
- Attach1 = Instance.new("Attachment", Part1)
- }
- local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first "SpecialMesh" it finds if it does not find any, then it will return nil
- if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy it
- m:Destroy()
- end
- Part0:BreakJoints()
- Aligns.AlignOrientation.Attachment0 = Attachments.Attach0
- Aligns.AlignOrientation.Attachment1 = Attachments.Attach1
- Aligns.AlignOrientation.Responsiveness = math.huge
- Aligns.AlignOrientation.RigidityEnabled = true
- Aligns.AlignPosition.Attachment0 = Attachments.Attach0
- Aligns.AlignPosition.Attachment1 = Attachments.Attach1
- Aligns.AlignPosition.Responsiveness = math.huge
- Aligns.AlignPosition.RigidityEnabled = true
- Aligns.AlignPosition.MaxForce = 999999999
- spawn(function()
- while _G.loop do
- local mag = (Part0.Position - (Part1.CFrame*Attachments.Attach0.CFrame:Inverse()).p).magnitude--magnitude can get the distance between two cframe or position
- if mag >= 5 then
- Part0.CFrame = Part1.CFrame*Attachments.Attach0.CFrame:Inverse()
- end
- Part0.Velocity = Vector3.new(0,35,0)
- game['Run Service'].Heartbeat:wait()
- end
- end)
- return {Attachments.Attach0, Attachments, Aligns}
- end
- local hat = Align(char['CityLifeWoman_HairAccessory'].Handle,game:GetService("Workspace").INSULT_BALL.Bot.RightLowerLeg.Leg,false)
- local cf = game:GetService("Workspace").INSULT_BALL.Bot.RightLowerLeg.Leg.CFrame*CFrame.new(1.5,0,0)*CFrame.Angles(math.rad(60),math.rad(90),10)
- hat[1].CFrame = cf:Inverse() * game:GetService("Workspace").INSULT_BALL.Bot.RightLowerLeg.Leg.CFrame
- spawn(function()
- char.AncestryChanged:wait()--if you respawn, it will stop the loop to avoid lag of using it over and over
- _G.loop = false
- end)
- for i,v in pairs (char:GetChildren()) do
- if v:IsA("Accessory") then
- v.Handle.Massless = true
- v.Handle.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0)
- end
- end
- rstep:connect(function()
- local v = torso.Velocity
- local mag = math.sqrt(v.x^2 + v.z^2) / 15
- s = mag * 15
- if mag > 0.1 then
- pose = "Running"
- else
- pose = "Idle"
- end
- end)
- pose = "Idle"
- local lsine = 1
- local ksine = -1
- local lsine2 = 2.7
- local ksine2 = -2.7
- hum.JumpPower = 0
- movelegs = true
- flying = false
- bv = Instance.new("BodyVelocity",torso)
- function sparkle(size,amt,pos,dur,thickness)
- for i = 1,amt do
- if thickness == nil then
- thickness = size/9
- end
- local p = basepart:Clone()
- p.Parent = workspace
- p.CanCollide = false
- p.Shape = "Ball"
- p.Anchored = true
- p.Material = "Neon"
- p.Color = secondary
- p.CFrame = CFrame.new(pos) * CFrame.Angles(math.random(-360,360)/360,math.random(-360,360)/360,math.random(-360,360)/360)
- p.Size = Vector3.new(1,1,1)
- local mesh = Instance.new("SpecialMesh",p)
- mesh.MeshType = Enum.MeshType.Sphere
- tween(p, "Sine", "Out", dur, {
- ["Transparency"] = 1;
- ["CFrame"] = p.CFrame * CFrame.Angles(math.random(-360,360)/360,math.random(-360,360)/360,math.random(-360,360)/360)
- })
- tween(mesh, "Sine", "Out", dur*2, {
- ["Scale"] = Vector3.new(thickness,size*10,thickness);
- })
- game.Debris:AddItem(p,dur)
- end
- end
- sparkle(10,55,hrp.Position,3,1)
- function push(part,vel)
- local bv2 = Instance.new("BodyVelocity",part)
- bv2.Velocity = (part.Position - torso.Position).unit * 3 * (vel / 30000)
- bv2.MaxForce = Vector3.new(vel,vel,vel)
- game.Debris:AddItem(bv2,0.25)
- end
- local t = {}
- function t.find(ta,element)
- for i = 1,#ta do
- if ta[i] == element then
- return true
- end
- end
- return false
- end
- function AOE(magnitude,damage,pos)
- coroutine.resume(coroutine.create(function()
- if not pos then
- pos = hrp.Position
- end
- local chars = {}
- local ex = baseexplosion:Clone()
- ex.Position = pos
- ex.Parent = workspace
- ex.BlastPressure = 0
- ex.Visible = false
- ex.DestroyJointRadiusPercent = 0
- ex.BlastRadius = magnitude
- ex.Hit:connect(function(pa)
- if pa.Parent:FindFirstChildOfClass("Humanoid") and pa.Parent ~= char and t.find(chars,pa.Parent) == false then
- table.insert(chars,pa.Parent)
- end
- if pa.Parent:FindFirstChildOfClass("Humanoid") and pa.Parent ~= char then
- push(pa, damage * 0)
- end
- end)
- local p = basepart:Clone()
- p.Parent = workspace
- p.Shape = "Ball"
- p.Anchored = true
- p.CanCollide = false
- p.Material = "Neon"
- p.Color = secondary
- p.CFrame = CFrame.new(pos)
- p.Size = Vector3.new(0,0,0)
- tween(p, "Sine", "Out", 2, {
- ["Size"] = Vector3.new(magnitude*5,magnitude*5,magnitude*5);
- })
- tween(p, "Sine", "Out", 0.75, {
- ["Transparency"] = 1;
- })
- game.Debris:AddItem(p,0.75)
- spawn(function() sparkle(magnitude, 15, p.Position,1) end)
- wait()
- for i = 1,#chars do
- local hrp2 = chars[i]:FindFirstChildOfClass("Part")
- if hrp2 then
- local hum2 = chars[i]:FindFirstChildOfClass("Humanoid")
- if hum2 and hum2 ~= hum then
- hum2.Health = hum2.Health - (hum2.MaxHealth / (0 / damage))
- if hum2.MaxHealth == math.huge then
- chars[i]:BreakJoints()
- end
- end
- end
- end
- end))
- end
- function AOE2(magnitude,damage,pos)
- if not pos then
- pos = hrp.Position
- end
- local chars = {}
- local ex = baseexplosion:Clone()
- ex.Position = pos
- ex.Parent = workspace
- ex.BlastPressure = 0
- ex.Visible = false
- ex.DestroyJointRadiusPercent = 0
- ex.BlastRadius = magnitude
- ex.Hit:connect(function(pa)
- if pa.Parent:FindFirstChildOfClass("Humanoid") and pa.Parent ~= char and t.find(chars,pa.Parent) == false then
- table.insert(chars,pa.Parent)
- end
- if pa.Parent:FindFirstChildOfClass("Humanoid") and pa.Parent ~= char then
- push(pa, damage * 0)
- end
- end)
- wait()
- for i = 1,#chars do
- if chars[i] ~= char then
- local hrp2 = chars[i]:FindFirstChild("HumanoidRootPart")
- if hrp2 then
- if (hrp2.Position - pos).magnitude < magnitude then
- local hum2 = chars[i]:FindFirstChildOfClass("Humanoid")
- if hum2 and hum2 ~= hum then
- push(hrp2, 10000)
- hum2.Health = hum2.Health - (hum2.MaxHealth / (0 / damage))
- hit().Volume = 0.3
- spawn(function() sparkle((magnitude - (hrp2.Position - pos).magnitude) / 5, 1, hrp2.Position,0.5) end)
- end
- end
- end
- end
- end
- end
- rstep:connect(function()
- for i,v in pairs (char:GetDescendants()) do
- if v:IsA("BasePart") then
- v.Anchored = false
- end
- end
- if not flying then
- bv.Velocity = Vector3.new(0,0,0)
- bv.MaxForce = Vector3.new(0,0,0)
- end
- local md = hum.MoveDirection
- hum.MaxHealth = math.huge
- hum.Health = math.huge
- hum:SetStateEnabled("Dead",false)
- if pose == "Running" and movelegs then
- tween(hum,"Sine","Out",0.1,{["HipHeight"] = 1.25})
- local tim = s / 300
- lsine = lsine + s / 20 / 10
- ksine = ksine + s / 20 / 10
- local lsin = math.sin(lsine)
- local ksin = math.sin(ksine)
- lsine2 = lsine2 + s / 20 / 10
- ksine2 = ksine2 + s / 20 / 10
- local lsin2 = math.sin(lsine2)
- local ksin2 = math.sin(ksine2)
- local Ru_Ll = CFrame.Angles(0,lsin/2.5,0)
- local Lu_Rl = CFrame.Angles(0,-lsin2/2.5,0)
- local e = 4 - s / 25
- if e < 1 then e = 1 end
- local Ru2_Ll2 = CFrame.Angles(ksin/2,0,-ksin/e)
- local Lu2_Rl2 = CFrame.Angles(-ksin2/2,0,-ksin2/e)
- lll.C0 = lll.C0:lerp(Ru_Ll * olll * CFrame.Angles(0,0,-ksin/5), tim)
- rul.C0 = rul.C0:lerp(Ru_Ll * orul * CFrame.Angles(0,0,ksin/5), tim)
- lul.C0 = lul.C0:lerp(Lu_Rl * olul * CFrame.Angles(0,0,-ksin2/5), tim)
- rll.C0 = rll.C0:lerp(Lu_Rl * orll * CFrame.Angles(0,0,ksin2/5), tim)
- lul2.C0 = lul2.C0:lerp(Ru2_Ll2 * olul2, tim)
- rll2.C0 = rll2.C0:lerp(Ru2_Ll2 * orll2, tim)
- lll2.C0 = lll2.C0:lerp(Lu2_Rl2 * olul2, tim)
- rul2.C0 = rul2.C0:lerp(Lu2_Rl2 * orll2, tim)
- end
- if pose == "Idle" and movelegs then
- tween(cmotor,"Sine","Out",0.2,{["C0"] = cm0})
- lsine = lsine + 0.1/2
- ksine = ksine + 0.1/2
- local lsin = math.sin(lsine)
- local ksin = math.sin(ksine)
- lsine2 = lsine2 + 0.1/2
- ksine2 = ksine2 + 0.1/2
- local lsin2 = math.sin(lsine2)
- local ksin2 = math.sin(ksine2)
- local Ru_Ll = CFrame.Angles(0,0,ksin/10 + math.rad(-5))
- local Lu_Rl = CFrame.Angles(0,0,ksin/10 + math.rad(-5))
- local Ru2_Ll2 = CFrame.Angles(0,0,-ksin2/5)
- local Lu2_Rl2 = CFrame.Angles(0,0,-ksin2/5)
- tween(hum,"Sine","Out",0.3,{["HipHeight"] = 1.4 - ksin/1.5})
- lll.C0 = lll.C0:lerp(Ru_Ll * olll, 0.05)
- rul.C0 = rul.C0:lerp(Ru_Ll * orul, 0.05)
- lul.C0 = lul.C0:lerp(Lu_Rl * olul, 0.05)
- rll.C0 = rll.C0:lerp(Lu_Rl * orll, 0.05)
- lul2.C0 = lul2.C0:lerp(Ru2_Ll2 * olul2, 0.05)
- rll2.C0 = rll2.C0:lerp(Ru2_Ll2 * orll2, 0.05)
- lll2.C0 = lll2.C0:lerp(Lu2_Rl2 * olul2, 0.05)
- rul2.C0 = rul2.C0:lerp(Lu2_Rl2 * orll2, 0.05)
- end
- if editws == false then return end
- if run == true then
- tween(hum,"Sine","Out",0.5,{["WalkSpeed"] = 40})
- jp = 100
- else
- tween(hum,"Sine","Out",0.5,{["WalkSpeed"] = 16})
- jp = 65
- end
- end)
- jp = 50
- mouse = player:GetMouse()
- UIS = game:GetService("UserInputService")
- run = false
- attacking = false
- sdown = false
- UIS.InputBegan:connect(function(k,g)
- local key = k.KeyCode
- if not g then
- if key == Enum.KeyCode.Space then
- sdown = true
- jump()
- end
- if key == Enum.KeyCode.Q then
- stomp()
- end
- if key == Enum.KeyCode.LeftShift then
- run = true
- end
- if key == Enum.KeyCode.E then
- backstomp()
- end
- if key == Enum.KeyCode.F then
- fdown = true
- spin()
- end
- end
- end)
- UIS.InputEnded:connect(function(k,g)
- local key = k.KeyCode
- if not g then
- if key == Enum.KeyCode.LeftShift then
- run = false
- end
- if key == Enum.KeyCode.Space then
- sdown = false
- end
- if key == Enum.KeyCode.F then
- fdown = false
- end
- end
- end)
- fdown = false
- function stomp()
- if flying or attacking then return end
- attacking = true
- editws = false
- movelegs = false
- tween(hum,"Sine","InOut",0.6,{["WalkSpeed"] = 0})
- woosh()
- tween(lll,"Sine","InOut",0.2,{["C0"] = olll * CFrame.Angles(0,0,0)})
- tween(lul,"Sine","InOut",0.2,{["C0"] = olul * CFrame.Angles(math.rad(-40),math.rad(-40),math.rad(100)) * CFrame.new(0,-1,-1)})
- tween(rll,"Sine","InOut",0.2,{["C0"] = orll * CFrame.Angles(0,0,0)})
- tween(rul,"Sine","InOut",0.2,{["C0"] = orul * CFrame.Angles(math.rad(40),math.rad(40),math.rad(100)) * CFrame.new(0,-1,1)})
- tween(lll2,"Sine","InOut",0.2,{["C0"] = olll2 * CFrame.Angles(0,0,0)})
- tween(lul2,"Sine","InOut",0.2,{["C0"] = olul2 * CFrame.Angles(0,0,0)})
- tween(rll2,"Sine","InOut",0.2,{["C0"] = orll2 * CFrame.Angles(0,0,0)})
- tween(rul2,"Sine","InOut",0.2,{["C0"] = orul2 * CFrame.Angles(0,0,0)})
- wait(0.2)
- tween(lll,"Sine","In",0.15,{["C0"] = olll * CFrame.Angles(0,0,0)})
- tween(lul,"Sine","In",0.15,{["C0"] = olul * CFrame.Angles(math.rad(-20),math.rad(40),0)})
- tween(rll,"Sine","In",0.15,{["C0"] = orll * CFrame.Angles(0,0,0)})
- tween(rul,"Sine","In",0.15,{["C0"] = orul * CFrame.Angles(math.rad(20),math.rad(-40),0)})
- tween(lll2,"Sine","InOut",0.15,{["C0"] = olll2 * CFrame.Angles(0,0,0)})
- tween(lul2,"Sine","InOut",0.15,{["C0"] = olul2 * CFrame.Angles(0,0,0)})
- tween(rll2,"Sine","InOut",0.15,{["C0"] = orll2 * CFrame.Angles(0,0,0)})
- tween(rul2,"Sine","InOut",0.15,{["C0"] = orul2 * CFrame.Angles(0,0,0)})
- spawn(function()
- wait(0.08)
- hardhit()
- AOE(5, 20, (hrp.CFrame * CFrame.new(0,-3,-5)).p)
- end)
- wait(0.08)
- movelegs = true
- attacking = false
- editws = true
- end
- function backstomp()
- if flying or attacking then return end
- attacking = true
- editws = false
- movelegs = false
- tween(hum,"Sine","InOut",0.6,{["WalkSpeed"] = 0})
- woosh()
- tween(lll,"Sine","InOut",0.2,{["C0"] = olll * CFrame.Angles(math.rad(40),0,math.rad(70))})
- tween(lul,"Sine","InOut",0.2,{["C0"] = olul})
- tween(rll,"Sine","InOut",0.2,{["C0"] = orll * CFrame.Angles(math.rad(-40),0,math.rad(70))})
- tween(rul,"Sine","InOut",0.2,{["C0"] = orul})
- tween(lll2,"Sine","InOut",0.2,{["C0"] = olll2 * CFrame.Angles(0,0,0)})
- tween(lul2,"Sine","InOut",0.2,{["C0"] = olul2 * CFrame.Angles(0,0,0)})
- tween(rll2,"Sine","InOut",0.2,{["C0"] = orll2 * CFrame.Angles(0,0,0)})
- tween(rul2,"Sine","InOut",0.2,{["C0"] = orul2 * CFrame.Angles(0,0,0)})
- wait(0.2)
- tween(lll,"Sine","InOut",0.15,{["C0"] = olll * CFrame.Angles(math.rad(10),math.rad(-40),math.rad(-30))})
- tween(lul,"Sine","InOut",0.15,{["C0"] = olul})
- tween(rll,"Sine","InOut",0.15,{["C0"] = orll * CFrame.Angles(math.rad(-10),math.rad(40),math.rad(-30))})
- tween(rul,"Sine","InOut",0.15,{["C0"] = orul})
- tween(lll2,"Sine","InOut",0.15,{["C0"] = olll2 * CFrame.Angles(0,0,0)})
- tween(lul2,"Sine","InOut",0.15,{["C0"] = olul2 * CFrame.Angles(0,0,0)})
- tween(rll2,"Sine","InOut",0.15,{["C0"] = orll2 * CFrame.Angles(0,0,0)})
- tween(rul2,"Sine","InOut",0.15,{["C0"] = orul2 * CFrame.Angles(0,0,0)})
- spawn(function()
- wait(0.08)
- hardhit()
- AOE(5, 20, (hrp.CFrame * CFrame.new(0,-3,5)).p)
- end)
- wait(0.08)
- movelegs = true
- attacking = false
- editws = true
- end
- jdeb = true
- function jump()
- if jdeb == false then return end
- --if hum.FloorMaterial == Enum.Material.Air then return end
- jdeb = false
- local issprint = false
- if jp == 100 then issprint = true end
- movelegs = false
- editws = false
- tween(hum,"Sine","Out",2,{["WalkSpeed"] = 0})
- woosh().Volume = 0.1
- tween(lll,"Sine","InOut",0.5,{["C0"] = olll * CFrame.Angles(0,0,math.rad(50))})
- tween(lul,"Sine","InOut",0.5,{["C0"] = olul * CFrame.Angles(0,0,math.rad(50))})
- tween(rll,"Sine","InOut",0.5,{["C0"] = orll * CFrame.Angles(0,0,math.rad(50))})
- tween(rul,"Sine","InOut",0.5,{["C0"] = orul * CFrame.Angles(0,0,math.rad(50))})
- tween(lll2,"Sine","InOut",0.5,{["C0"] = olll2 * CFrame.Angles(0,0,math.rad(70))})
- tween(lul2,"Sine","InOut",0.5,{["C0"] = olul2 * CFrame.Angles(0,0,math.rad(70))})
- tween(rll2,"Sine","InOut",0.5,{["C0"] = orll2 * CFrame.Angles(0,0,math.rad(70))})
- tween(rul2,"Sine","InOut",0.5,{["C0"] = orul2 * CFrame.Angles(0,0,math.rad(70))})
- tween(hum,"Sine","Out",0.5,{["HipHeight"] = 0})
- wait(0.2)
- local power = jp
- repeat rstep:Wait(0) tween(hum,"Sine","Out",0.5,{["HipHeight"] = 0}) power = power + 1 tween(hum,"Sine","Out",0.5,{["WalkSpeed"] = 0}) editws = false movelegs = false until not sdown
- spawn(function()
- jdeb = true
- if power > 200 then power = 200 end
- if power > 150 then hardhit() hardhit() woosh() woosh() sparkle(5,30,(torso.CFrame * CFrame.new(0,-2,0)).p, 1.5) end
- bv.Velocity = Vector3.new(0,power,0)
- bv.MaxForce = Vector3.new(0,4000000,0)
- end)
- tween(hum,"Sine","Out",0.1,{["HipHeight"] = 1.25})
- woosh()
- tween(lll,"Sine","Out",0.25,{["C0"] = olll * CFrame.Angles(0,0,-math.rad(50))})
- tween(lul,"Sine","Out",0.25,{["C0"] = olul * CFrame.Angles(0,0,-math.rad(50))})
- tween(rll,"Sine","Out",0.25,{["C0"] = orll * CFrame.Angles(0,0,-math.rad(50))})
- tween(rul,"Sine","Out",0.25,{["C0"] = orul * CFrame.Angles(0,0,-math.rad(50))})
- tween(lll2,"Sine","InOut",0.25,{["C0"] = olll2 * CFrame.Angles(0,0,-math.rad(30))})
- tween(lul2,"Sine","InOut",0.25,{["C0"] = olul2 * CFrame.Angles(0,0,-math.rad(30))})
- tween(rll2,"Sine","InOut",0.25,{["C0"] = orll2 * CFrame.Angles(0,0,-math.rad(30))})
- tween(rul2,"Sine","InOut",0.25,{["C0"] = orul2 * CFrame.Angles(0,0,-math.rad(30))})
- tween(hum,"Sine","Out",0.2,{["WalkSpeed"] = 25})
- wait(0.15)
- movelegs = true
- spawn(function()
- repeat rstep:Wait(0) tween(hum,"Sine","Out",3,{["WalkSpeed"] = 100}) until hum.FloorMaterial ~= Enum.Material.Air
- if power > 150 and issprint then AOE(15,99,hrp.Position - Vector3.new(0,2,0)) explosion() explosion() hardhit() sparkle(15,45,torso.Position - Vector3.new(0,5,0), 1, 10) end
- editws = true
- end)
- end
- cm0 = cmotor.C0
- function unravel()
- tween(lll,"Sine","Out",0.1,{["C0"] = CFrame.new(-1,-0.5,-0.5) * CFrame.Angles(0,0,-0.3)})
- tween(lul,"Sine","Out",0.1,{["C0"] = CFrame.new(-1,-0.5,0.5) * CFrame.Angles(0,0,-0.3)})
- tween(rll,"Sine","Out",0.1,{["C0"] = CFrame.new(-1,-0.5,0.5) * CFrame.Angles(0,0,-0.3)})
- tween(rul,"Sine","Out",0.1,{["C0"] = CFrame.new(-1,-0.5,-0.5) * CFrame.Angles(0,0,-0.3)})
- tween(lll2,"Sine","Out",0.1,{["C0"] = olll2 * CFrame.Angles(0,0,math.rad(-90))})
- tween(lul2,"Sine","Out",0.1,{["C0"] = olul2 * CFrame.Angles(0,0,math.rad(-90))})
- tween(rll2,"Sine","Out",0.1,{["C0"] = orll2 * CFrame.Angles(0,0,math.rad(-90))})
- tween(rul2,"Sine","Out",0.1,{["C0"] = orul2 * CFrame.Angles(0,0,math.rad(-90))})
- end
- function spin()
- if attacking then return end
- flying = true
- attacking = true
- --editws = false
- movelegs = false
- tween(hum,"Sine","InOut",0.2,{["WalkSpeed"] = 0})
- repeat
- movelegs = false
- unravel()
- if fdown == false then flying = false end
- hum.HipHeight = 1 + math.sin(csine)/2
- rstep:Wait(0)
- rstep:Wait(0)
- rstep:Wait(0)
- bv.MaxForce = Vector3.new(0,2000,0)
- bv.Velocity = Vector3.new(0,50,0)
- local t = tween(cmotor, "Sine","Out",0.15,{
- ["C0"] = cmotor.C0 * CFrame.Angles(0,2,0)
- })
- local sfx = woosh()
- sfx.Volume = 0.02
- sfx.PlaybackSpeed = sfx.PlaybackSpeed - 0.2
- spawn(function()
- AOE2(15, 3, (hrp.CFrame).p)
- end)
- until
- fdown == false
- bv.MaxForce = Vector3.new(0,0,0)
- tween(cmotor, "Sine","Out",0.5,{
- ["C0"] = cm0
- })
- movelegs = true
- attacking = false
- flying = false
- --editws = true
- end
- function base()
- if flying or attacking then return end
- attacking = true
- editws = false
- movelegs = false
- tween(hum,"Sine","InOut",0.2,{["WalkSpeed"] = 0})
- woosh()
- tween(lll,"Sine","InOut",0.2,{["C0"] = olll * CFrame.Angles(0,0,0)})
- tween(lul,"Sine","InOut",0.2,{["C0"] = olul})
- tween(rll,"Sine","InOut",0.2,{["C0"] = orll * CFrame.Angles(0,0,0)})
- tween(rul,"Sine","InOut",0.2,{["C0"] = orul})
- tween(lll2,"Sine","InOut",0.2,{["C0"] = olll2 * CFrame.Angles(0,0,0)})
- tween(lul2,"Sine","InOut",0.2,{["C0"] = olul2 * CFrame.Angles(0,0,0)})
- tween(rll2,"Sine","InOut",0.2,{["C0"] = orll2 * CFrame.Angles(0,0,0)})
- tween(rul2,"Sine","InOut",0.2,{["C0"] = orul2 * CFrame.Angles(0,0,0)})
- wait(0.2)
- spawn(function()
- wait(0.08)
- hardhit()
- AOE2(5, 20, (hrp.CFrame * CFrame.new(0,-3,5)).p)
- end)
- wait(0.15)
- movelegs = true
- attacking = false
- editws = true
- end
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