Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- repeat wait() until game:IsLoaded() and game:service("Players").LocalPlayer.Character ~= nil;
- wait(0.4)
- for i, v in pairs(game:service("Players").LocalPlayer.Character:children()) do
- if v ~= script then
- v:Destroy()
- end
- end
- local player = game:service("Players").LocalPlayer
- local mouse = player:GetMouse()
- local cam = workspace.CurrentCamera
- local char = player.Character
- local Torsoz = char:findFirstChild("Torso")
- local NV = Vector3.new()
- local Main
- local W,S = false,false
- local DoublePress = {nil,0}
- script.Parent = char
- local TrailParts = {}
- local Acceleration = 0.08
- local Speed = 0
- local MinSpeed = 0
- local MaxSpeed = 3.2
- local DesiredDirection = cam.CoordinateFrame.lookVector
- local Direction = DesiredDirection
- local Roll = 0
- local AllowTrails = true
- script.Name = "AdvFlight"
- local P = Instance.new("Part")
- P.Anchored = true
- P.CanCollide = false
- P.Name = "Part"
- P.formFactor = "Custom"
- P.Size = Vector3.new(0.2,0.2,0.2)
- P.Locked = true
- P.TopSurface = 10
- P.BottomSurface = 10
- P.FrontSurface = 10
- P.BackSurface = 10
- P.LeftSurface = 10
- P.RightSurface = 10
- P.Material = "Pebble"
- P.BrickColor = BrickColor.new("White")
- local shipp
- local shadow
- local campart
- function RAY(pos, dir, startpos, endpos, distleft, collidedlist)
- collidedlist = collidedlist or {char}
- startpos = startpos or pos
- distleft = distleft or dir.unit * dir.magnitude
- endpos = endpos or pos + distleft
- local ray = Ray.new(pos, distleft)
- local hitz,enz = workspace:FindPartOnRayWithIgnoreList(ray, collidedlist)
- if hitz ~= nil then
- if hitz.CanCollide == false then
- table.insert(collidedlist, hitz)
- local newpos = enz
- local newdistleft = distleft - (dir.unit * (pos - newpos).magnitude)
- if newdistleft ~= NV then
- return RAY(newpos-(dir*0.01), dir, startpos, endpos, newdistleft+(dir*0.01), collidedlist)
- end
- end
- end
- return hitz, enz, ray
- end
- function FindSurface(part, position)
- local obj = part.CFrame:pointToObjectSpace(position)
- local siz = part.Size/2
- for i,v in pairs(Enum.NormalId:GetEnumItems()) do
- local vec = Vector3.FromNormalId(v)
- local wvec = part.CFrame:vectorToWorldSpace(vec)
- local vz = (obj)/(siz*vec)
- if (math.abs(vz.X-1) < 0.01 or math.abs(vz.Y-1) < 0.01 or math.abs(vz.Z-1) < 0.01) then
- return wvec,vec
- end
- end
- if part.className == "WedgePart" then
- return part.CFrame:vectorToWorldSpace(Vector3.new(0,0.707,-0.707)), Vector3.new(0,0.707,-0.707)
- end
- end
- function HSV(H,S,V)
- H = H % 360
- local C = V * S
- local H2 = H/60
- local X = C * (1 - math.abs((H2 %2) -1))
- local color = Color3.new(0,0,0)
- if H2 <= 0 then
- color = Color3.new(C,0,0)
- elseif 0 <= H2 and H2 <= 1 then
- color = Color3.new(C,X,0)
- elseif 1 <= H2 and H2 <= 2 then
- color = Color3.new(X,C,0)
- elseif 2 <= H2 and H2 <= 3 then
- color = Color3.new(0,C,X)
- elseif 3 <= H2 and H2 <= 4 then
- color = Color3.new(0,X,C)
- elseif 4 <= H2 and H2 <= 5 then
- color = Color3.new(X,0,C)
- elseif 5 <= H2 and H2 <= 6 then
- color = Color3.new(C,0,X)
- end
- local m = V - C
- return Color3.new(color.r + m, color.g + m, color.b + m)
- end
- function Build(shiptype)
- AllowTrails = true
- for i, v in pairs(char:children()) do
- if v.className == "Model" and v.Name == "Ship" then
- v:remove()
- end
- end
- for i, v in pairs(TrailParts) do
- for _,V in pairs(v[3]) do
- V:Destroy()
- end
- end
- local mdl = Instance.new("Model", char)
- mdl.Name = "Ship"
- ------------------------ Speeder Ship Type -----------------------------
- if shiptype == "Speeder" then
- shipp = P:Clone()
- shipp.Parent = mdl
- shipp.Size = Vector3.new(1,1,2.2)
- local shipwing1 = P:Clone()
- shipwing1.Parent = mdl
- shipwing1.Size = Vector3.new(0.6,1.2,2)
- local mesh = Instance.new("SpecialMesh", shipwing1)
- mesh.MeshType = "Wedge"
- local shipwing2 = shipwing1:Clone()
- shipwing2.Parent = mdl
- campart = P:Clone()
- campart.Transparency = 1
- local shipwing21 = P:Clone()
- shipwing21.Parent = mdl
- shipwing21.Size = Vector3.new(0.32,1.1,2.6)
- local mesh = Instance.new("SpecialMesh", shipwing21)
- mesh.MeshType = "Wedge"
- local shipwing22 = shipwing21:Clone()
- shipwing22.Parent = mdl
- campart = P:Clone()
- campart.Transparency = 1
- local shipwi = P:Clone()
- shipwi.Parent = mdl
- shipwi.Size = Vector3.new(1,1,1.2)
- local mesh = Instance.new("SpecialMesh", shipwi)
- mesh.MeshType = "Wedge"
- local shipwi2 = P:Clone()
- shipwi2.Parent = mdl
- shipwi2.Size = Vector3.new(0.7,0.7,0.84)
- shipwi2.Material = "SmoothPlastic"
- shipwi2.BrickColor = BrickColor.new("Pastel blue")
- shipwi2.Reflectance = 0.6
- local mesh = Instance.new("SpecialMesh", shipwi2)
- mesh.MeshType = "Wedge"
- shadow = P:Clone()
- shadow.Parent = mdl
- shadow.Name = "Shadow"
- shadow.Material = "SmoothPlastic"
- shadow.BrickColor = BrickColor.new("Really black")
- local mesh = Instance.new("SpecialMesh",shadow)
- mesh.MeshType = "Sphere"
- TrailParts = {}
- table.insert(TrailParts,{shipp,1,{},cam.CoordinateFrame.p,CFrame.new(0,0,1),0.5,18})
- table.insert(TrailParts,{shipwing1,1,{},cam.CoordinateFrame.p,CFrame.new(0,0.45,1),0.3,15})
- table.insert(TrailParts,{shipwing2,1,{},cam.CoordinateFrame.p,CFrame.new(0,0.45,1),0.3,15})
- for _, V in pairs(TrailParts) do
- for i = 1, V[7] do
- local p = P:Clone()
- local mesh = Instance.new("SpecialMesh", p)
- mesh.MeshId = "http://www.roblox.com/asset/?id=9856898"
- mesh.TextureId = "http://www.roblox.com/asset/?id=48358980"
- p.BrickColor = BrickColor.new("Dark stone grey")
- table.insert(V[3],p)
- end
- end
- function ReposParts()
- shipwing1.CFrame = shipp.CFrame * CFrame.new(-1.1,-0.195,-0.14) * CFrame.Angles(0,0,math.pi/2)
- shipwing2.CFrame = shipp.CFrame * CFrame.new(1.1,-0.195,-0.14) * CFrame.Angles(0,0,-math.pi/2)
- shipwing21.CFrame = shipp.CFrame * CFrame.new(-1.05,-0.34,-0.45) * CFrame.Angles(0,0,math.pi/2)
- shipwing22.CFrame = shipp.CFrame * CFrame.new(1.05,-0.34,-0.45) * CFrame.Angles(0,0,-math.pi/2)
- shipwi.CFrame = shipp.CFrame * CFrame.new(0,0,-1.7)
- shipwi2.CFrame = shipwi.CFrame * CFrame.new(0,0.015,-0.015)
- campart.CFrame = shipp.CFrame + Vector3.new(0,1.5,0)
- end
- cam.CameraSubject = campart
- cam.CameraType = "Track"
- shipp.CFrame = CFrame.new(NV,Direction) + cam.CoordinateFrame.p
- ReposParts()
- end
- AllowTrails = true
- end
- Build("Speeder")
- function B1D()
- Build("Speeder")
- end
- function RollThatSht(direc)
- if Roll == 0 then
- for i = 1, 50 do
- Roll = (-360 + math.cos(math.pi/50*i) * 360) * direc
- wait(0.02)
- end
- Roll = 0
- end
- end
- function KD(key)
- if key == "w" then
- W = true
- elseif key == "s" then
- S = true
- end
- local rollpls = 0
- if key == DoublePress[1] and tick() - DoublePress[2] < 0.32 then
- DoublePress = {nil,0}
- if key == "a" then
- rollpls = -1
- elseif key == "d" then
- rollpls = 1
- end
- end
- DoublePress = {key,tick()}
- if rollpls ~= 0 then
- RollThatSht(rollpls)
- end
- end
- function KU(key)
- if key == "w" then
- W = false
- elseif key == "s" then
- S = false
- end
- end
- function Equip()
- end
- function Unequip()
- end
- mouse.Icon = "rbxasset://textures\\GunCursor.png"
- mouse.Button1Down:connect(B1D)
- mouse.KeyDown:connect(KD)
- mouse.KeyUp:connect(KU)
- local count = 0
- local hue = 0
- --game:GetService("RunService").Stepped:connect(function()
- while wait(0.02) do
- ------ Speed --------
- local valu = (0.002*MaxSpeed) + ((Speed/MaxSpeed)*Acceleration)
- if W == true then
- Speed = Speed + valu
- elseif S == true then
- Speed = Speed - valu
- end
- if Speed > MaxSpeed then
- Speed = MaxSpeed
- elseif Speed < MinSpeed then
- Speed = MinSpeed
- end
- ------ left/right tilt ---------
- local target = 180 + math.floor(math.deg(math.atan2(DesiredDirection.x,DesiredDirection.z)))
- local current = 180 + math.floor(math.deg(math.atan2(Direction.x,Direction.z)))
- local swing = 0
- if math.abs(math.abs(current-target) - 360) > math.abs(target-current) then
- swing = target-current
- else
- swing = (current > target and -(math.abs(current-target) - 360)) or (current < target and math.abs(current-target) - 360)
- end
- DesiredDirection = cam.CoordinateFrame.lookVector
- ------ direction smoothening ------
- local dir = DesiredDirection.unit
- if Direction ~= dir then
- if (Direction - dir).magnitude < 0.01 then
- Direction = dir
- else
- local dist = ((dir - Direction).unit * (dir - Direction).magnitude) /10
- Direction = (Direction + dist).unit
- end
- end
- shipp.CFrame = (CFrame.new(NV,Direction) + shipp.Position + (Direction.unit * Speed)) * CFrame.Angles(0,0,math.rad(Roll) + math.rad(swing/2))
- ReposParts()
- ------ shadow ------
- local ghitz, genz = RAY(shipp.Position,Vector3.new(0,-26,0))
- local angles = CFrame.new()
- if ghitz ~= nil and ghitz.className ~= "Terrain" and ((ghitz.className == "Part" and ghitz.Shape == Enum.PartType.Block) or (ghitz.className ~= "Part" and ghitz:IsA("BasePart"))) then
- local wvec,vec = FindSurface(ghitz,genz)
- angles = CFrame.new(NV,wvec) * CFrame.Angles(-math.pi/2,0,0)
- elseif ghitz ~= nil and (ghitz.className == "Part" and ghitz.Shape == Enum.PartType.Ball) then
- angles = (CFrame.new(ghitz.Position, genz) - ghitz.Position) * CFrame.Angles(-math.pi/2,0,0)
- end
- shadow.CFrame = CFrame.new(genz) * angles
- shadow.Transparency = 0.5 + (((shipp.Position - genz).magnitude /26)*0.5)
- shadow.Mesh.Scale = (Vector3.new(4.4,0.25,4.4) * 5) * (1-(shipp.Position - genz).magnitude /26)
- ------- Trails -----------------------
- if AllowTrails == true then
- count = (count+1)%1
- hue = (hue+1) % 360
- local rgb = HSV(hue,0.65,0.85)
- for _,v in pairs(TrailParts) do
- local to = (v[1].CFrame * v[5]).p
- if Speed > MinSpeed + 0.2 then
- v[2] = (v[2]%#v[3]) + 1
- v[3][v[2]].CFrame = CFrame.new((v[4] + to)/2,to) * CFrame.Angles(math.pi/2,math.rad(Roll) + math.rad(swing/2),0)
- v[3][v[2]].Mesh.Scale = Vector3.new(v[6],(v[4] - to).magnitude*2,v[6])
- v[3][v[2]].Mesh.VertexColor = Vector3.new(rgb.r,rgb.g,rgb.b)
- v[3][v[2]].Transparency = 0.15
- v[3][v[2]].Parent = game.Players.LocalPlayer.Character
- else
- v[2] = (v[2]%#v[3]) + 1
- v[3][v[2]].Parent = nil
- end
- v[4] = to
- end
- end
- end
Add Comment
Please, Sign In to add comment