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Nov 22nd, 2017
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  1. -- made by naser2018 --- Parts={} function GetDiscoColor(hue) local section = hue % 1 * 3 local secondary = 0.5 * math.pi * (section % 1) if section < 1 then return Vector3.new(1, 1 - math.cos(secondary), 1 - math.sin(secondary)) elseif section < 2 then return Vector3.new(1 - math.sin(secondary), 1, 1 - math.cos(secondary)) else return Vector3.new(1 - math.cos(secondary), 1 - math.sin(secondary), 1) end end Part = function(x,y,z,color,tr,cc,an,parent) local p = Instance.new('Part',parent or Weapon) p.formFactor = 'Custom' p.Size = Vector3.new(x,y,z) p.BrickColor = BrickColor.new(color) p.CanCollide = cc p.Transparency = tr p.Anchored = an p.TopSurface,p.BottomSurface = 0,0 p:BreakJoints'' table.insert(Parts,p) return p end Weld = function(p0,p1) local w = Instance.new('Motor',p0) w.Part0 = p0 w.Part1 = p1 return w end Mesh = function(par,num,x,y,z) local msh = 0 if num == 1 then msh = Instance.new("SpecialMesh",par) msh.MeshId='rbxasset://fonts/torso.mesh' msh.TextureId='rbxasset://25701026' end if num == 2 then msh = Instance.new("SpecialMesh",par) msh.MeshId='rbxasset://fonts/head.mesh' msh.TextureId='rbxassetid://25701026' end msh.Scale = Vector3.new(x,y,z) return msh end plr=Game.Players.LocalPlayer char=plr.Character for _,v in pairs(char:GetChildren()) do if v.ClassName=="Part" then v.Transparency=1 elseif v.ClassName=="Hat" then v.Handle.Mesh.TextureId='rbxassetid://25701026' table.insert(Parts,v.Handle) end end t=Part(1,1,1,'',0,false,false,char) Mesh(t,1,1,1,1) Weld(char.Torso,t) a=Part(1,1,1,'',0,false,false,char) Mesh(a,1,.5,1,1) Weld(char['Right Arm'],a) a=Part(1,1,1,'',0,false,false,char) Mesh(a,1,.5,1,1) Weld(char['Left Arm'],a) l=Part(1,1,1,'',0,false,false,char) Mesh(l,1,.5,1,1) Weld(char['Right Leg'],l) l=Part(1,1,1,'',0,false,false,char) Mesh(l,1,.5,1,1) Weld(char['Left Leg'],l) h=Part(1,1,1,'',0,false,false,char) Mesh(h,2,1,1,1) Weld(char.Head,h) Spawn(function() while(coroutine.yield())do for i=1,#Parts do Parts[i].Mesh.VertexColor=GetDiscoColor(tick()*.5)--vertex 4 lyfe end end; end);
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