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- _G.enabled = true -- Re-execute to turn off
- _G.speed = 100 -- Keep around 100 or it wont play
- -- Variables
- local RunService = game:GetService("RunService");
- local Players = game:GetService("Players");
- local LocalPlayer = game:GetService("Players").LocalPlayer;
- local Character = LocalPlayer.Character or LocalPlayer.CharacterAdded:Wait();
- local Humanoid = Character:WaitForChild("Humanoid") or Character:FindFirstChildOfClass("Humanoid");
- local HRP = Humanoid.RootPart or Humanoid:FindFirstChild("HumanoidRootPart")
- -- Check
- if not Humanoid or not _G.enabled then
- if Humanoid and Humanoid.Health <= 0 then
- Humanoid:Destroy()
- end
- return
- end
- -- Setting Up Humanoid
- Humanoid:SetStateEnabled(Enum.HumanoidStateType.Dead, false)
- Humanoid.BreakJointsOnDeath = false
- Humanoid.RequiresNeck = false
- local con; con = RunService.Stepped:Connect(function()
- if not Humanoid then return con:Disconnect() end
- Humanoid:ChangeState(Enum.HumanoidStateType.Running) -- Change state so not die
- end)
- -- Infinite Death [literally 3 lines dont make it complicated]
- LocalPlayer.Character = nil
- LocalPlayer.Character = Character
- task.wait(Players.RespawnTime + 0.1)
- -- Looping Death
- while task.wait(1/_G.speed) do
- Humanoid:ChangeState(Enum.HumanoidStateType.Dead)
- end
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