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- HumanDied = false
- _G.ClickFling=false -- Set this to true if u want.
- plr = game.Players.LocalPlayer
- char=game.Players.LocalPlayer.Character
- ct={}
- te=table.insert
- HumanDied=false
- local mode = 0
- local dancing = false
- for i,v in next, game:GetService("Players").LocalPlayer.Character:GetDescendants() do
- if v:IsA("BasePart") then
- te(ct,game:GetService("RunService").Heartbeat:connect(function()
- pcall(function()
- v.Velocity = Vector3.new(0,-30,0)
- sethiddenproperty(game.Players.LocalPlayer,"MaximumSimulationRadius",math.huge)
- sethiddenproperty(game.Players.LocalPlayer,"SimulationRadius",999999999)
- game.Players.LocalPlayer.ReplicationFocus = workspace
- end)
- end))
- end
- end
- function notify(t,tex,dur)
- game.StarterGui:SetCore("SendNotification", {
- Title = t;
- Text = tex;
- Duration = dur or 5;
- })
- end
- local srv= game:GetService("RunService")
- fl=Instance.new('Folder',char);fl.Name='CWExtra'
- char.Archivable = true
- local reanim = char:Clone()
- reanim.Name='NexoPD'
- for i,v in next, reanim:GetDescendants() do
- if v:IsA('BasePart') or v:IsA('Decal') then
- v.Transparency = 1
- end
- end
- --flinge = false
- penis=5.65
- plr.Character=nil
- plr.Character=char
- char.Humanoid.AutoRotate=false
- char.Humanoid.WalkSpeed=0
- char.Humanoid.JumpPower=0
- char.Torso.Anchored = true
- notify('Nexo','Reanimating...\nPlease wait '..penis..' seconds.')
- wait(penis)
- char.Torso.Anchored=false
- notify('Nexo','Reanimated..')
- char.Humanoid.Health=0
- --reanim.Humanoid.AutoRotate=false
- reanim.Animate.Disabled = true
- reanim.Parent = fl
- reanim.HumanoidRootPart.CFrame = char.HumanoidRootPart.CFrame*CFrame.new(0,5,0)
- function create(part, parent, p, r)
- Instance.new("Attachment",part)
- Instance.new("AlignPosition",part)
- Instance.new("AlignOrientation",part)
- Instance.new("Attachment",parent)
- part.Attachment.Name = part.Name
- parent.Attachment.Name = part.Name
- part.AlignPosition.Attachment0 = part[part.Name]
- part.AlignOrientation.Attachment0 = part[part.Name]
- part.AlignPosition.Attachment1 = parent[part.Name]
- part.AlignOrientation.Attachment1 = parent[part.Name]
- parent[part.Name].Position = p or Vector3.new()
- part[part.Name].Orientation = r or Vector3.new()
- part.AlignPosition.MaxForce = 999999999
- part.AlignPosition.MaxVelocity = math.huge
- part.AlignPosition.ReactionForceEnabled = false
- part.AlignPosition.Responsiveness = math.huge
- part.AlignOrientation.Responsiveness = math.huge
- part.AlignPosition.RigidityEnabled = false
- part.AlignOrientation.MaxTorque = 999999999
- part.Massless=true
- end
- function Pos(part, parent, p)
- Instance.new("Attachment",part)
- Instance.new("AlignPosition",part)
- Instance.new("Attachment",parent)
- part.Attachment.Name = part.Name
- parent.Attachment.Name = part.Name
- part.AlignPosition.Attachment0 = part[part.Name]
- --part.AlignOrientation.Attachment0 = part[part.Name]
- part.AlignPosition.Attachment1 = parent[part.Name]
- --part.AlignOrientation.Attachment1 = parent[part.Name]
- parent[part.Name].Position = p or Vector3.new()
- part.AlignPosition.MaxForce = 999999999
- part.AlignPosition.MaxVelocity = math.huge
- part.AlignPosition.ReactionForceEnabled = false
- part.AlignPosition.Responsiveness = math.huge
- --part.AlignOrientation.Responsiveness = math.huge
- --part.AlignPosition.RigidityEnabled = false
- --part.AlignOrientation.MaxTorque = 999999999
- part.Massless=true
- end
- for i,part in next, char:GetDescendants() do
- if part:IsA('BasePart') then
- te(ct,srv.RenderStepped:Connect(function()
- part.CanCollide=false
- end))
- end
- end
- for i,part in next, char:GetDescendants() do
- if part:IsA('BasePart') then
- te(ct,srv.Stepped:Connect(function()
- part.CanCollide=false
- end))
- end
- end
- for i,part in next, reanim:GetDescendants() do
- if part:IsA('BasePart') then
- te(ct,srv.RenderStepped:Connect(function()
- part.CanCollide=false
- end))
- end
- end
- for i,part in next, reanim:GetDescendants() do
- if part:IsA('BasePart') then
- te(ct,srv.Stepped:Connect(function()
- part.CanCollide=false
- end))
- end
- end
- for i,v in next, char:GetDescendants() do
- if v:IsA('Accessory') then
- create(v.Handle,reanim[v.Name].Handle)
- end
- end
- --Pos(fhrp,reanim['Torso'])
- create(char['Head'],reanim['Head'])
- create(char['Torso'],reanim['Torso'])
- Pos(char['HumanoidRootPart'],reanim['Torso'],Vector3.new(0,0,0))
- create(char['Right Arm'],reanim['Right Arm'])
- create(char['Left Arm'],reanim['Left Arm'])
- create(char['Right Leg'],reanim['Right Leg'])
- create(char['Left Leg'],reanim['Left Leg'])
- m = plr:GetMouse()
- local LVecPart = Instance.new("Part", fl) LVecPart.CanCollide = false LVecPart.Transparency = 1
- te(ct,srv.RenderStepped:Connect(function()
- local lookVec = workspace.CurrentCamera.CFrame.lookVector
- local Root = reanim["HumanoidRootPart"]
- LVecPart.Position = Root.Position
- LVecPart.CFrame = CFrame.new(LVecPart.Position, Vector3.new(lookVec.X * 10000, lookVec.Y, lookVec.Z * 10000))
- end))
- wdown=false
- sdown=false
- adown=false
- ddown=false
- spacedown=false
- --reanim.HumanoidRootPart.RootJoint.Part0=nil
- function flinger(p)
- f=Instance.new('BodyAngularVelocity',p)
- f.AngularVelocity = Vector3.new(9e9,9e9,9e9)
- f.MaxTorque=Vector3.new(9e9,9e9,9e9)
- end
- flinger(char.HumanoidRootPart)
- m=plr:GetMouse()
- --char.HumanoidRootPart.Transparency = 0
- bp=Instance.new('BodyPosition',char.HumanoidRootPart)
- bp.P = 9e9
- bp.D = 9e9
- bp.MaxForce=Vector3.new(99999,99999,99999)
- local click
- te(ct,srv.Heartbeat:Connect(function()
- if click == true then
- bp.Position=m.Hit.p
- char.HumanoidRootPart.Position=m.Hit.p
- else
- bp.Position=reanim.Torso.Position
- char.HumanoidRootPart.Position=reanim.Torso.Position
- end
- end))
- local Highlight = Instance.new("SelectionBox")
- Highlight.Adornee = char.HumanoidRootPart
- Highlight.LineThickness=0.05
- Highlight.Color3 = Color3.fromRGB(30,255,30)
- Highlight.Parent = char.HumanoidRootPart
- Highlight.Name = "RAINBOW"
- hrp = Highlight
- spawn(function()
- while true do
- srv.Stepped:Wait()
- if ded then break end
- hrp.Color3 = Color3.new(255/255,0/255,0/255)
- for i = 0,255,10 do
- wait()
- hrp.Color3 = Color3.new(255/255,i/255,0/255)
- end
- for i = 255,0,-10 do
- wait()
- hrp.Color3 = Color3.new(i/255,255/255,0/255)
- end
- for i = 0,255,10 do
- wait()
- hrp.Color3 = Color3.new(0/255,255/255,i/255)
- end
- for i = 255,0,-10 do
- wait()
- hrp.Color3 = Color3.new(0/255,i/255,255/255)
- end
- for i = 0,255,10 do
- wait()
- hrp.Color3 = Color3.new(i/255,0/255,255/255)
- end
- for i = 255,0,-10 do
- wait()
- hrp.Color3 = Color3.new(255/255,0/255,i/255)
- end
- end
- end)
- te(ct,m.Button1Down:Connect(function()
- click=true
- end))
- te(ct,m.Button1Up:Connect(function()
- click=false
- end))
- te(ct,m.KeyDown:Connect(function(e)
- if e ==' ' then
- spacedown=true end
- if e =='w' then
- wdown=true end
- if e =='s' then
- sdown=true end
- if e =='a' then
- adown=true end
- if e =='d' then
- ddown=true
- end
- end))
- te(ct,m.KeyUp:Connect(function(e)
- if e ==' ' then
- spacedown=false end
- if e =='w' then
- wdown=false end
- if e =='s' then
- sdown=false end
- if e =='a' then
- adown=false end
- if e =='d' then
- ddown=false
- end
- end))
- local function MoveClone(X,Y,Z)
- LVecPart.CFrame = LVecPart.CFrame * CFrame.new(-X,Y,-Z)
- reanim.Humanoid.WalkToPoint = LVecPart.Position
- end
- te(ct,srv.RenderStepped:Connect(function()
- if wdown==true then
- MoveClone(0,0,1e4) end
- if sdown==true then
- MoveClone(0,0,-1e4) end
- if adown==true then
- MoveClone(1e4,0,0) end
- if ddown==true then
- MoveClone(-1e4,0,0)
- end
- if spacedown==true then
- reanim.Humanoid.Jump=true end
- if wdown ~= true and adown ~= true and sdown ~= true and ddown ~= true then
- reanim.Humanoid.WalkToPoint = reanim.HumanoidRootPart.Position end
- end))
- --reanim.HumanoidRootPart.RootJoint.Part1=nil
- workspace.CurrentCamera.CameraSubject = reanim.Humanoid
- reset=Instance.new('BindableEvent')
- te(ct,reset.Event:Connect(function()
- reanim:Destroy()
- HumanDied=true
- reanimated=false
- for i,v in next, char:GetDescendants() do if v:IsA('BasePart') then v.Anchored=true end end
- hc=char.Humanoid:Clone()
- char.Humanoid:Destroy()
- hc.Parent=char
- game.Players:Chat('-re')
- for i,v in pairs(ct) do v:Disconnect() end
- game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
- reset:Remove()
- end))
- game:GetService("StarterGui"):SetCore("ResetButtonCallback", reset)
- IT = Instance.new
- CF = CFrame.new
- VT = Vector3.new
- RAD = math.rad
- C3 = Color3.new
- UD2 = UDim2.new
- BRICKC = BrickColor.new
- ANGLES = CFrame.Angles
- EULER = CFrame.fromEulerAnglesXYZ
- COS = math.cos
- ACOS = math.acos
- SIN = math.sin
- ASIN = math.asin
- ABS = math.abs
- MRANDOM = math.random
- FLOOR = math.floor
- speed = 1
- sine = 1
- srv = game:GetService('RunService')
- function hatset(yes,part,c1,c0,nm)
- reanim[yes].Handle.AccessoryWeld.Part1=reanim[part]
- reanim[yes].Handle.AccessoryWeld.C1=c1 or CFrame.new()
- reanim[yes].Handle.AccessoryWeld.C0=c0 or CFrame.new()--3bbb322dad5929d0d4f25adcebf30aa5
- if nm==true then
- for i,v in next, workspace[game.Players.LocalPlayer.Name][yes].Handle:GetDescendants() do
- if v:IsA('Mesh') or v:IsA('SpecialMesh') then
- v:Remove()
- end
- end
- end
- end
- function setuptrail(parent,Pos1,Pos2,Color,LT,LE,Texture)
- IT = Instance.new
- local Part1 = parent
- local A1 = IT("Attachment",Part1)
- A1.Position = Pos1
- A1.Name = "ATH10"
- local B1 = IT("Attachment",Part1)
- B1.Position = Pos2
- B1.Name = "ATH11"
- local Trail1 = IT("Trail",Part1)
- Trail1.Name = "Nexo Trail"
- Trail1.Color = Color
- Trail1.Attachment0 = B1
- Trail1.Attachment1 = A1
- Trail1.Lifetime = LT
- Trail1.LightEmission = LE
- Trail1.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0, 0),NumberSequenceKeypoint.new(1, 1)})
- Trail1.Texture = Texture
- Trail1.Enabled = true
- end
- -- |
- --put the setup trail below v
- --put the hat script converted below
- reanim = game.Players.LocalPlayer.Character.CWExtra.NexoPD
- RJ = reanim.HumanoidRootPart.RootJoint
- RS = reanim.Torso['Right Shoulder']
- LS = reanim.Torso['Left Shoulder']
- RH = reanim.Torso['Right Hip']
- LH = reanim.Torso['Left Hip']
- Root = reanim.HumanoidRootPart
- NECK = reanim.Torso.Neck
- NECK.C0 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- NECK.C1 = CF(0,-0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- RJ.C1 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- RJ.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- RS.C1 = CF(-0.5,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- LS.C1 = CF(0.5,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- RH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- LH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- RH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- LH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- RS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- LS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- coroutine.wrap(function()
- while true do -- anim changer
- if HumanDied then break end
- sine = sine + speed
- if Root.Velocity.y > 1 then -- jump
- --jump clerp here
- elseif Root.Velocity.y < -1 then -- fall
- --fall clerp here
- elseif Root.Velocity.Magnitude < 2 and not dancing and mode == 0 then -- idle
- NECK.C0 = NECK.C0:Lerp(CF(1.8+0*math.cos(sine/13),1.4+0.1*math.sin(sine/13),-0.7+0*math.cos(sine/13))*ANGLES(RAD(-4+0*math.sin(sine/13)),RAD(-13+0*math.cos(sine/13)),RAD(-2+0*math.sin(sine/13))),.1)
- RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.sin(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.sin(sine/13))),.1)
- RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/13),0.5+0.1*math.sin(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(88+0*math.sin(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(25+0*math.sin(sine/13))),.1)
- LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0.5+0.1*math.sin(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-31+0*math.sin(sine/13)),RAD(3+0*math.cos(sine/13)),RAD(39+0*math.sin(sine/13))),.1)
- RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),-0.4+0*math.cos(sine/13))*ANGLES(RAD(-2+0*math.sin(sine/13)),RAD(-19+0*math.cos(sine/13)),RAD(-2+0*math.sin(sine/13))),.1)
- LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),-0.4+0*math.cos(sine/13))*ANGLES(RAD(3+0*math.sin(sine/13)),RAD(18+0*math.cos(sine/13)),RAD(-8+0*math.sin(sine/13))),.1)
- elseif Root.Velocity.Magnitude < 20 and not dancing and mode == 0 then -- walk
- NECK.C0 = NECK.C0:Lerp(CF(1.8+0*math.cos(sine/13),1.4+0.1*math.sin(sine/13),-0.7+0*math.cos(sine/13))*ANGLES(RAD(-4+0*math.sin(sine/13)),RAD(-13+0*math.cos(sine/13)),RAD(-2+0*math.sin(sine/13))),.1)
- RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.sin(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.sin(sine/13))),.1)
- RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/13),0.5+0.1*math.sin(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(88+0*math.sin(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(25+0*math.sin(sine/13))),.1)
- LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0.5+0.1*math.sin(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-31+0*math.sin(sine/13)),RAD(3+0*math.cos(sine/13)),RAD(39+0*math.sin(sine/13))),.1)
- RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),-0.4+0*math.cos(sine/13))*ANGLES(RAD(-6+39*math.sin(sine/13)),RAD(-13+0*math.cos(sine/13)),RAD(3+0*math.sin(sine/13))),.1)
- LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),-0.4+0*math.cos(sine/13))*ANGLES(RAD(-6+-30*math.sin(sine/13)),RAD(18+0*math.cos(sine/13)),RAD(-4+0*math.sin(sine/13))),.1)
- elseif Root.Velocity.Magnitude < 2 and dancing then -- idle
- NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.sin(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.sin(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.sin(sine/13))),.1)
- RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/-36),-1.+0*math.cos(sine/46),0+0*math.cos(sine/-55))*ANGLES(RAD(180+0*math.sin(sine/50)),RAD(-336+290*math.cos(sine/-38)),RAD(0+0*math.sin(sine/68))),.1)
- RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/13),0.5+0*math.sin(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(179+0*math.sin(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.sin(sine/13))),.1)
- LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0.5+0*math.sin(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(183+0*math.sin(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.sin(sine/13))),.1)
- RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.sin(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(16+0*math.sin(sine/13))),.1)
- LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-6+0*math.sin(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(-11+0*math.sin(sine/13))),.1)
- elseif Root.Velocity.Magnitude < 20 and dancing then -- walk
- NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.sin(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.sin(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.sin(sine/13))),.1)
- RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/-36),-1.+0*math.cos(sine/46),0+0*math.cos(sine/-55))*ANGLES(RAD(180+0*math.sin(sine/50)),RAD(-336+290*math.cos(sine/-38)),RAD(0+0*math.sin(sine/68))),.1)
- RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/13),0.5+0*math.sin(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(179+0*math.sin(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.sin(sine/13))),.1)
- LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0.5+0*math.sin(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(183+0*math.sin(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.sin(sine/13))),.1)
- RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.sin(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(16+0*math.sin(sine/13))),.1)
- LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-6+0*math.sin(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(-11+0*math.sin(sine/13))),.1)
- elseif Root.Velocity.Magnitude > 20 then -- run
- --run clerp here
- end
- srv.RenderStepped:Wait()
- end
- end)()
- m.KeyDown:Connect(function(k)
- if k == "t" then
- reanim.Humanoid.WalkSpeed = 16
- dancing = true
- end
- if k == "r" then
- dancing = false
- end
- if k == "1" then
- reanim.Humanoid.WalkSpeed = 16
- mode = 0
- end
- end)
- --Created using Nexo Animator
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