me = game.Players.bacalou char = me.Character torso = char.Torso dist = 6 cols = {"Hot pink", "Really red", "Really blue", "New Yeller", "Lime green", "Neon orange"} function prop(part, parent, collide, tran, ref, x, y, z, color, anchor, form) part.Parent = parent part.formFactor = form part.CanCollide = collide part.Transparency = tran part.Reflectance = refa part.Size = Vector3.new(x,y,z) part.BrickColor = BrickColor.new(color) part.TopSurface = 0 part.BottomSurface = 0 part.Anchored = anchor part.Locked = true part:BreakJoints() end for i=1,50 do local p = Instance.new("Part") prop(p,char,false,0,0,0.4,0.4,0.4,cols[math.random(1,#cols)],false,"Custom") Instance.new("SpecialMesh",p).MeshType = "Sphere" local bp = Instance.new("BodyPosition",p) bp.maxForce = Vector3.new(math.huge,math.huge,math.huge) bp.P = 20000 bp.position = p.Position local way = CFrame.Angles(0,0,0) local pos = CFrame.new(torso.Position) * CFrame.Angles(math.random(-320,320)/100,math.random(-320,320)/100,math.random(-320,320)/100) p.CFrame = pos coroutine.resume(coroutine.create(function() while true do wait() pos = CFrame.new(torso.Position) * way * CFrame.new(0,dist,0) way = way * CFrame.Angles(math.random(0,50)/400,math.random(0,50)/400,math.random(0,50)/400) bp.position = pos.p end end)) p.Touched:connect(function(o) if o.Anchored == false and o.Parent ~= char then o.Velocity = CFrame.new(torso.Position, o.Position).lookVector * 250 end end) end