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- function clean()
- local c=game.Players.LocalPlayer.Character:GetChildren()
- for i=1,#c do
- if c.ClassName=="Part" then
- c:Destroy()
- end
- end
- end
- local md=game.Players.LocalPlayer:GetMouse()
- local b=Instance.new("Model")
- local a=Instance.new("Part",b)
- local a2=Instance.new("Part",b)
- local l=Instance.new("Part",b)
- local l2=Instance.new("Part",b)
- local h=Instance.new("Part",b)
- local t=Instance.new("Part",b)
- local f=Instance.new("Decal",h)
- f.Texture=158044781
- f.Face="Right"
- local m=Instance.new("SpecialMesh",h)
- b.Name="Player"
- game.Workspace.CurrentCamera.CameraSubject=h
- --positions and crap next :)
- h.Position=Vector3.new(1.5, 7, 0)
- h.Size=Vector3.new(1, 1, 2)
- m.Scale=m.Scale+Vector3.new(.25, .25, .25)
- t.Position=Vector3.new(1.5, 5.5, 0)
- t.Size=Vector3.new(1, 2, 2)
- a.Position=Vector3.new(1.5, 5.5, -1.5)
- a.Size=Vector3.new(1, 2, 1)
- a2.Position=Vector3.new(1.5, 5.5, 1.5)
- a2.Size=Vector3.new(1, 2, 1)
- l.Position=Vector3.new(1.5, 3.5, -0.5)
- l.Size=Vector3.new(1, 2, 1)
- l2.Position=Vector3.new(1.5, 3.5, 0.5)
- l2.Size=Vector3.new(1, 2, 1)
- --now movement and setup
- local parts=b:GetChildren()
- for i=1,#parts do
- parts[i].Anchored=true
- parts[i].CanCollide=false
- end
- b.Parent=workspace
- function down()
- for i=1,#parts do
- parts[i].Position=parts[i].Position-Vector3.new(0,.5,0)
- end
- end
- function up()
- for i=1,#parts do
- parts[i].Position=parts[i].Position+Vector3.new(0,.5,0)
- end
- end
- function w()
- for i=1,#parts do
- parts[i].Position=parts[i].Position+Vector3.new(1,0,0)
- end
- end
- function a()
- for i=1,#parts do
- parts[i].Position=parts[i].Position+Vector3.new(0,0,-1)
- end
- end
- function s()
- for i=1,#parts do
- parts[i].Position=parts[i].Position+Vector3.new(-1,0,0)
- end
- end
- function d()
- for i=1,#parts do
- parts[i].Position=parts[i].Position+Vector3.new(0,0,1)
- end
- end
- md.KeyDown:connect(function(key)
- if key:lower():byte()==119 then
- w()
- elseif key:lower():byte()==97 then
- a()
- elseif key:lower():byte()==115 then
- s()
- elseif key:lower():byte()==100 then
- d()
- elseif key:lower():byte()==18 then
- down()
- elseif key:lower():byte()==17 then
- up()
- end
- end)
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