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- local value = Instance.new("NumberValue")
- local heightVal = Instance.new("NumberValue")
- heightVal.Value = -4
- local hval = heightVal.Value
- local speedVal = Instance.new("NumberValue")
- speedVal.Value = 30
- local val = value.Value
- local plr = game.Players.LocalPlayer;
- local chr = plr.Character;
- local hum = chr.Humanoid;
- local mov = {};
- local mov2 = {};
- --[[Network]]
- coroutine.resume(coroutine.create(function()
- settings().Physics.AllowSleep = false;
- game.RunService.RenderStepped:Connect(function()
- for i, v in pairs(game.Players:GetPlayers()) do
- if v ~= plr then
- v.MaximumSimulationRadius = 0.1;
- v.SimulationRadius = 0;
- else
- v.MaximumSimulationRadius = math.pow(math.huge, math.huge);
- v.SimulationRadius = math.pow(math.huge, 2);
- end
- end
- end)
- end))
- function ftp(str)
- local pt = {};
- if str ~= 'me' and str ~= 'random' then
- for i, v in pairs(game.Players:GetPlayers()) do
- if v.Name:lower():find(str:lower()) then
- table.insert(pt, v);
- end
- end
- elseif str == 'me' then
- table.insert(pt, plr);
- elseif str == 'random' then
- table.insert(pt, game.Players:GetPlayers()[math.random(1, #game.Players:GetPlayers())]);
- end
- return pt;
- end
- for _, v in pairs(hum:GetAccessories()) do
- local b = v.Handle;
- b.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0);
- b.CanCollide = false;
- b:BreakJoints();
- for _, k in pairs(v:GetChildren()) do
- if not k:IsA'SpecialMesh' and not k:IsA'Part' then
- k:Destroy();
- end
- end
- local still = Instance.new('BodyAngularVelocity', b);
- still.MaxTorque = Vector3.new(math.huge, math.huge, math.huge);
- still.AngularVelocity = Vector3.new(0, 0, 0);
- local align = Instance.new('AlignPosition', b);
- align.MaxForce = 1000000;
- align.MaxVelocity = math.huge;
- align.RigidityEnabled = false;
- align.ApplyAtCenterOfMass = true;
- align.Responsiveness = 200;
- local a0 = Instance.new('Attachment', b);
- local a1 = Instance.new('Attachment', chr.Head);
- align.Attachment0 = a0;
- align.Attachment1 = a1;
- table.insert(mov, a1);
- table.insert(mov2, still);
- end
- local par = {};
- for _, v in pairs(mov) do
- local parr = Instance.new('Part', workspace);
- parr.Anchored = true;
- parr.Size = Vector3.new(1, 1, 1);
- parr.Transparency = 1;
- parr.CanCollide = true;
- table.insert(par, parr);
- end
- local rotx = 0;
- local rotz = math.pi / 2;
- local height = 0;
- local heighti = 1;
- local offset = 5;
- local mode = 1;
- local speed = speedVal.Value;
- local angular = Vector3.new(5, 5, 5);
- local l = 1;
- game['Run Service'].RenderStepped:Connect(function()
- rotx = rotx + speed / 100;
- rotz = rotz + speed / 100;
- l = (l >= 360 and 1 or l + speed);
- for i, v in pairs(par) do
- v.CFrame = CFrame.new(chr.HumanoidRootPart.Position) * CFrame.fromEulerAnglesXYZ(0, math.rad(l + (360 / #par) * i + speed), 0) * CFrame.new(offset, 0, 0);
- end
- if heighti == 1 then
- height = height + speed / 100;
- elseif heighti == 2 then
- height = height - speed / 100;
- end
- if height > 2 then
- heighti = 2;
- end
- if height < -1 then
- heighti = 1;
- end
- if mode == 1 then
- for _, v in pairs(mov) do
- v.Position = Vector3.new(math.sin(rotx) * 3, val, math.sin(rotz) * 3);
- end
- end
- end)
- game.Players.LocalPlayer.Chatted:Connect(function(c)
- if c:split(' ')[1] == ';giveFire' then
- for _, v in pairs(mov) do
- chr = ftp(c:split(' ')[2])[1].Character;
- v.Parent = ftp(c:split(' ')[2])[1].Character.HumanoidRootPart;
- end
- end
- end)
- local function valueChange()
- while true do
- val = -1
- wait(0.04)
- val = -1.1
- wait(0.02)
- val = -1.2
- wait(0.01)
- val = -1.3
- wait(0.01)
- val = -1.4
- wait(0.01)
- val = -1.4
- wait(0.01)
- val = -1.5
- wait(0.01)
- val = -1.6
- wait(0.01)
- val = -1.7
- wait(0.01)
- val = -1.8
- wait(0.01)
- val = -1.9
- wait(0.02)
- val = -2
- wait(0.02)
- val = -2.1
- wait(0.01)
- val = -2.2
- wait(0.01)
- val = -2.3
- wait(0.01)
- val = -2.4
- wait(0.01)
- val = -2.5
- wait(0.01)
- val = -2.6
- wait(0.01)
- val = -2.7
- wait(0.01)
- val = -2.8
- wait(0.02)
- val = -2.9
- wait(0.04)
- val = -3
- wait(0.04)
- val = -2.9
- wait(0.02)
- val = -2.8
- wait(0.01)
- val = -2.7
- wait(0.01)
- val = -2.6
- wait(0.01)
- val = -2.5
- wait(0.01)
- val = -2.4
- wait(0.01)
- val = -2.3
- wait(0.01)
- val = -2.2
- wait(0.02)
- val = -2.1
- wait(0.04)
- val = -2
- wait(0.04)
- val = -1.9
- wait(0.02)
- val = -1.8
- wait(0.01)
- val = -1.7
- wait(0.01)
- val = -1.6
- wait(0.01)
- val = -1.5
- wait(0.01)
- val = -1.4
- wait(0.01)
- val = -1.3
- wait(0.01)
- val = -1.2
- wait(0.02)
- val = -1.1
- wait(0.04)
- end
- end
- valueChange()
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