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- game.TestService.IsSleepAllowed = false
- for i,v in next, game:GetService("Players").LocalPlayer.Character:GetDescendants() do
- if v:IsA("BasePart") then
- game:GetService("RunService").Heartbeat:connect(function()
- v.Velocity = Vector3.new(-40,0,-10)
- pcall(function()
- v.CanCollide = false
- end)
- pcall(function()
- v.CanQuery = false
- end)
- end)
- end
- end
- Bypass = "death"
- loadstring(game:GetObjects("rbxassetid://5325226148")[1].Source)()
- plr = game.Players.LocalPlayer
- char = Workspace.non
- for i,v in pairs(char:GetChildren()) do -- gets all ur characters children
- if v:IsA("Accessory") and v.Name == "Puffer Vest" then -- dex name for the hat
- v.Name = "Puffer Vest" -- name it whatever you want
- end
- end
- char["Puffer Vest"].Handle.AccessoryWeld:Destroy() -- destroys the accessoryweld
- att0 = Instance.new("Attachment",char["Puffer Vest"].Handle) -- creates a attachment into the hat
- att0.Orientation = Vector3.new(0, 0, 0) -- rotation
- att0.Position = Vector3.new(0, 0, 0) -- position
- att1 = Instance.new("Attachment",char["Torso"]) -- what body part that the hat should be attached to (to make it work with r15 go down
- ap = Instance.new("AlignPosition",char["Puffer Vest"].Handle) -- align position
- ap.Attachment0 = att0
- ap.Attachment1 = att1
- ap.RigidityEnabled = true -- if its false it will make the hat be wobbly
- ao = Instance.new("AlignOrientation",char["Puffer Vest"].Handle) -- align rotation
- ao.Attachment0 = att0
- ao.Attachment1 = att1
- ao.RigidityEnabled = true -- if its false it will make the hat be wobbly
- char["Extra Left hand (Blocky)_white"].Handle.AccessoryWeld:Destroy() -- destroys the accessoryweld
- att0 = Instance.new("Attachment",char["Extra Left hand (Blocky)_white"].Handle) -- creates a attachment into the hat
- att0.Orientation = Vector3.new(110, -0, 0) -- rotation
- att0.Position = Vector3.new(0, -0, -0) -- position
- att1 = Instance.new("Attachment",char["Left Arm"]) -- what body part that the hat should be attached to (to make it work with r15 go down
- ap = Instance.new("AlignPosition",char["Extra Left hand (Blocky)_white"].Handle) -- align position
- ap.Attachment0 = att0
- ap.Attachment1 = att1
- ap.RigidityEnabled = true -- if its false it will make the hat be wobbly
- ao = Instance.new("AlignOrientation",char["Extra Left hand (Blocky)_white"].Handle) -- align rotation
- ao.Attachment0 = att0
- ao.Attachment1 = att1
- ao.RigidityEnabled = true -- if its false it will make the hat be wobbly
- for i,v in pairs(char:GetChildren()) do -- gets all ur characters children
- if v:IsA("Accessory") and v.Name == "Extra Right hand (Blocky)_whiter" then -- dex name for the hat
- v.Name = "Extra Right hand (Blocky)_white" -- name it whatever you want
- end
- end
- char["Extra Right hand (Blocky)_white"].Handle.AccessoryWeld:Destroy() -- destroys the accessoryweld
- att0 = Instance.new("Attachment",char["Extra Right hand (Blocky)_white"].Handle) -- creates a attachment into the hat
- att0.Orientation = Vector3.new(100, 0, 0) -- rotation
- att0.Position = Vector3.new(0, -0, -0) -- position
- att1 = Instance.new("Attachment",char["Right Arm"]) -- what body part that the hat should be attached to (to make it work with r15 go down
- ap = Instance.new("AlignPosition",char["Extra Right hand (Blocky)_white"].Handle) -- align position
- ap.Attachment0 = att0
- ap.Attachment1 = att1
- ap.RigidityEnabled = true -- if its false it will make the hat be wobbly
- ao = Instance.new("AlignOrientation",char["Extra Right hand (Blocky)_white"].Handle) -- align rotation
- ao.Attachment0 = att0
- ao.Attachment1 = att1
- ao.RigidityEnabled = true -- if its false it will make the hat be wobbly
- for i,v in pairs(char:GetChildren()) do -- gets all ur characters children
- if v:IsA("Accessory") and v.Name == "Unloaded head" then -- dex name for the hat
- v.Name = "Unloaded head" -- name it whatever you want
- end
- end
- char["Unloaded head"].Handle.AccessoryWeld:Destroy() -- destroys the accessoryweld
- att0 = Instance.new("Attachment",char["Unloaded head"].Handle) -- creates a attachment into the hat
- att0.Orientation = Vector3.new(0, 0, 90)-- rotation
- att0.Position = Vector3.new(0, 0, 0) -- position
- att1 = Instance.new("Attachment",char["Right Leg"]) -- what body part that the hat should be attached to (to make it work with r15 go down
- ap = Instance.new("AlignPosition",char["Unloaded head"].Handle) -- align position
- ap.Attachment0 = att0
- ap.Attachment1 = att1
- ap.RigidityEnabled = true -- if its false it will make the hat be wobbly
- ao = Instance.new("AlignOrientation",char["Unloaded head"].Handle) -- align rotation
- ao.Attachment0 = att0
- ao.Attachment1 = att1
- ao.RigidityEnabled = true -- if its false it will make the hat be wobbly
- for i,v in pairs(char:GetChildren()) do -- gets all ur characters children
- if v:IsA("Accessory") and v.Name == "MeshPartAccessory" then -- dex name for the hat
- v.Name = "MeshPartAccessory" -- name it whatever you want
- end
- end
- char["MeshPartAccessory"].Handle.AccessoryWeld:Destroy() -- destroys the accessoryweld
- att0 = Instance.new("Attachment",char["MeshPartAccessory"].Handle) -- creates a attachment into the hat
- att0.Orientation = Vector3.new(0, 0, 90)-- rotation
- att0.Position = Vector3.new(-0, 0, 0) -- position
- att1 = Instance.new("Attachment",char["Left Leg"]) -- what body part that the hat should be attached to (to make it work with r15 go down
- ap = Instance.new("AlignPosition",char["MeshPartAccessory"].Handle) -- align position
- ap.Attachment0 = att0
- ap.Attachment1 = att1
- ap.RigidityEnabled = true -- if its false it will make the hat be wobbly
- ao = Instance.new("AlignOrientation",char["MeshPartAccessory"].Handle) -- align rotation
- ao.Attachment0 = att0
- ao.Attachment1 = att1
- ao.RigidityEnabled = true -- if its false it will make the hat be wobbly
- for i,v in next, char:GetDescendants() do
- if v:IsA("BasePart") then
- game:GetService("RunService").Heartbeat:connect(function()
- pcall(function()
- v.CanCollide = false
- end)
- pcall(function()
- v.CanQuery = false
- end)
- end)
- end
- end
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