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- if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
- local Player,Mouse,mouse,UserInputService,ContextActionService = owner
- do
- print("FE Compatibility code by Mokiros | Translated to FE by iPxter")
- script.Parent = Player.Character
- --RemoteEvent for communicating
- local Event = Instance.new("RemoteEvent")
- Event.Name = "UserInput_Event"
- --Fake event to make stuff like Mouse.KeyDown work
- local function fakeEvent()
- local t = {_fakeEvent=true,Connect=function(self,f)self.Function=f end}
- t.connect = t.Connect
- return t
- end
- --Creating fake input objects with fake variables
- local m = {Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent()}
- local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()}
- local CAS = {Actions={},BindAction=function(self,name,fun,touch,...)
- CAS.Actions[name] = fun and {Name=name,Function=fun,Keys={...}} or nil
- end}
- --Merged 2 functions into one by checking amount of arguments
- CAS.UnbindAction = CAS.BindAction
- --This function will trigger the events that have been :Connect()'ed
- local function te(self,ev,...)
- local t = m[ev]
- if t and t._fakeEvent and t.Function then
- t.Function(...)
- end
- end
- m.TrigEvent = te
- UIS.TrigEvent = te
- Event.OnServerEvent:Connect(function(plr,io)
- if plr~=Player then return end
- if io.isMouse then
- m.Target = io.Target
- m.Hit = io.Hit
- else
- local b = io.UserInputState == Enum.UserInputState.Begin
- if io.UserInputType == Enum.UserInputType.MouseButton1 then
- return m:TrigEvent(b and "Button1Down" or "Button1Up")
- end
- for _,t in pairs(CAS.Actions) do
- for _,k in pairs(t.Keys) do
- if k==io.KeyCode then
- t.Function(t.Name,io.UserInputState,io)
- end
- end
- end
- m:TrigEvent(b and "KeyDown" or "KeyUp",io.KeyCode.Name:lower())
- UIS:TrigEvent(b and "InputBegan" or "InputEnded",io,false)
- end
- end)
- Event.Parent = NLS([==[
- local Player = game:GetService("Players").LocalPlayer
- local Event = script:WaitForChild("UserInput_Event")
- local UIS = game:GetService("UserInputService")
- local input = function(io,a)
- if a then return end
- --Since InputObject is a client-side instance, we create and pass table instead
- Event:FireServer({KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState})
- end
- UIS.InputBegan:Connect(input)
- UIS.InputEnded:Connect(input)
- local Mouse = Player:GetMouse()
- local h,t
- --Give the server mouse data 30 times every second, but only if the values changed
- --If player is not moving their mouse, client won't fire events
- while wait(1/30) do
- if h~=Mouse.Hit or t~=Mouse.Target then
- h,t=Mouse.Hit,Mouse.Target
- Event:FireServer({isMouse=true,Target=t,Hit=h})
- end
- end]==],Player.Character)
- Mouse,mouse,UserInputService,ContextActionService = m,m,UIS,CAS
- end
- --<||Common values||>--------
- plr = Player
- char = plr.Character
- torso = char.HumanoidRootPart
- debri = game.Debris
- --<||Mode values||>-----------
- M_Planet = false
- M_Star = false
- M_StarMode = false
- M_Nebula = false
- M_NebulaMode = false
- M_Comet = false
- M_Cosmic = false
- M_CosmicMode = false
- M_Void = false
- M_VoidMode = false
- M_Supernova = false
- M_SupernovaMode = false
- M_Pulsar = false
- M_PulsarMode = false
- ArmorIsActive = false
- --<||Index now, use later------
- c = char['Left Arm']
- A1 = Instance.new("Attachment",c)
- A1.Position = Vector3.new(0, 1.5, 0)
- local A2 = Instance.new("Attachment",c)
- A2.Position = Vector3.new(0, -1.5, 0)
- local Trail = Instance.new("Trail",c)
- Trail.LightEmission = -0.5
- Trail.FaceCamera = true
- Trail.Texture = "rbxassetid://945758042"
- Trail.Attachment0 = A1
- Trail.Attachment1 = A2
- Trail.Lifetime = 1.5
- Trail.Enabled = false
- Trail.MinLength = 0
- Trail.Transparency = NumberSequence.new(0, 0)
- Trail.Color = ColorSequence.new(BrickColor.new('Royal purple').Color)
- c = char['Right Arm']
- A1 = Instance.new("Attachment",c)
- A1.Position = Vector3.new(0, 1.5, 0)
- local A2 = Instance.new("Attachment",c)
- A2.Position = Vector3.new(0, -1.5, 0)
- local Trail2 = Instance.new("Trail",c)
- Trail2.LightEmission = -0.5
- Trail2.FaceCamera = true
- Trail2.Texture = "rbxassetid://945758042"
- Trail2.Attachment0 = A1
- Trail2.Attachment1 = A2
- Trail2.Enabled = false
- Trail2.Lifetime = 1.5
- Trail2.MinLength = 0
- Trail2.Transparency = NumberSequence.new(0, 0)
- Trail2.Color = ColorSequence.new(BrickColor.new('Royal purple').Color)
- Part = Instance.new('Part', char)
- Part.Size = Vector3.new(0.1,0.1,0.1)
- Part.CanCollide = false
- Part.Transparency = 1
- weld = Instance.new("Weld")
- weld.Parent = Part
- weld.Part0 = torso
- weld.Name = "WeldToEmitter"
- weld.Part1 = Part
- weld.C1 = CFrame.new(0.01, 0.01, 0.01)
- local Pta = Instance.new('ParticleEmitter', Part)
- Pta.Rate = 0
- Pta.Drag = 5
- Pta.EmissionDirection = 'Front'
- Pta.SpreadAngle = Vector2.new(0, 360)
- Pta.Color = ColorSequence.new(BrickColor.new('Royal purple').Color)
- Pta.LightEmission = 1
- Pta.Speed = NumberRange.new(100)
- Pta.Lifetime = NumberRange.new(1)
- Pta.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0,1,0), NumberSequenceKeypoint.new(0.7,0,0), NumberSequenceKeypoint.new(1,1,0)})
- Pta.RotSpeed = NumberRange.new(1,10)
- Pta.Size = NumberSequence.new({NumberSequenceKeypoint.new(0,5,0), NumberSequenceKeypoint.new(0.7,5,0), NumberSequenceKeypoint.new(1,5,0)})
- --<||Functions||>-------------
- --trail(PAtrri1, 1, color2, 0.1, -0.1)
- function trail(forr, lifetime, color, attachmentpos, attachmentpos2)
- A1 = Instance.new("Attachment",forr)
- A1.Position = Vector3.new(0, attachmentpos, 0)
- local A2 = Instance.new("Attachment",forr)
- A2.Position = Vector3.new(0, attachmentpos2, 0)
- local Trail = Instance.new("Trail",forr)
- Trail.LightEmission = 1
- Trail.FaceCamera = true
- Trail.Texture = "rbxassetid://945758042"
- Trail.Attachment0 = A1
- Trail.Attachment1 = A2
- Trail.Lifetime = lifetime
- Trail.MinLength = 0
- Trail.Transparency = NumberSequence.new(0, 0)
- Trail.Color = ColorSequence.new(BrickColor.new(color).Color)
- end
- --planet(target.CFrame, Vector3.new(10,10,10), 'Royal purple', 'Dark green', 5)
- function planet(position, size, color1, color2, lifetime)
- P = Instance.new('Part', char)
- P.Material = "Glass"
- P.Size = Vector3.new(0.05,0.05,0.05)
- P.BrickColor = BrickColor.new(color1)
- P.Anchored = true
- P.CanCollide = false
- P.CFrame = position
- Mesh = Instance.new('SpecialMesh', P)
- Mesh.MeshType = 'Sphere'
- Mesh.Scale = Vector3.new(1,1,1)
- PG = P:Clone()
- PG.Size = P.Size + Vector3.new(0.1,0.1,0.1)
- PG.Material = 'ForceField'
- PG.BrickColor = BrickColor.new(color2)
- PG.Parent = P
- Mesh = Instance.new('SpecialMesh', PG)
- Mesh.MeshType = 'Sphere'
- Mesh.TextureId = 'rbxassetid://1095709'
- colll = BrickColor.new(color2).Color
- Mesh.VertexColor = Vector3.new(colll.r,colll.g,colll.b)
- Mesh.Scale = Vector3.new(1,1,1)
- weld = Instance.new("Weld")
- weld.Parent = P
- weld.Part0 = P
- weld.Name = "WeldToGlowingPart"
- weld.Part1 = PG
- weld.C1 = CFrame.new(0.01, 0.01, 0.01)
- trail(PG, 1, color2, 0.1, -0.1)
- for i = 1,20 do
- P.Size:Lerp(size, i/20)
- PG.Size:Lerp(size, i/20)
- wait()
- end
- debri:AddItem(P, lifetime)
- PAtrri1 = Instance.new('Part', P)
- PAtrri1.Anchored = false
- PAtrri1.Transparency = 1
- PAtrri1.CanCollide = false
- PAtrri1.Size = Vector3.new(.1,0.1,0.1)
- weld = Instance.new("Weld")
- weld.Parent = PAtrri1
- weld.Part0 = P
- weld.Name = "WeldToGlowingPart"
- weld.Part1 = PAtrri1
- weld.C1 = CFrame.new(0, -4, 0)
- trail(PAtrri1, 1, color2, 0.1, -0.1)
- PAtrri2 = Instance.new('Part', P)
- PAtrri2.Anchored = false
- PAtrri2.Transparency = 1
- PAtrri2.CanCollide = false
- PAtrri2.Size = Vector3.new(.1,.1,.1)
- weld = Instance.new("Weld")
- weld.Parent = PAtrri2
- weld.Part0 = P
- weld.Name = "WeldToGlowingPart"
- weld.Part1 = PAtrri2
- weld.C1 = CFrame.new(0, 4, 0)
- trail(PAtrri2, 1, color2, 0.1, -0.1)
- PAtrri3 = Instance.new('Part', P)
- PAtrri3.Anchored = false
- PAtrri3.CanCollide = false
- PAtrri3.Size = Vector3.new(.1,.1,.1)
- PAtrri3.Transparency = 1
- weld = Instance.new("Weld")
- weld.Parent = PAtrri3
- weld.Part0 = P
- weld.Name = "WeldToGlowingPart"
- weld.Part1 = PAtrri3
- weld.C1 = CFrame.new(-4, 0, 0)
- trail(PAtrri3, 1, color2, 0.1, -0.1)
- PAtrri4 = Instance.new('Part', PAtrri4)
- PAtrri4.Anchored = false
- PAtrri4.Transparency = 1
- PAtrri4.CanCollide = false
- PAtrri4.Size = Vector3.new(.1,.1,.1)
- weld = Instance.new("Weld")
- weld.Parent = PAtrri4
- weld.Part0 = P
- weld.Name = "WeldToGlowingPart"
- weld.Part1 = PAtrri4
- weld.C1 = CFrame.new(4, 0, 0)
- trail(PAtrri4, 1, color2, 0.1, -0.1)
- spawn(function()
- random = math.random(1,3)
- if random == 1 then
- spawn(function()
- repeat P.CFrame = P.CFrame*CFrame.fromEulerAnglesXYZ(0,0,0.1)
- wait() until P == nil
- end)
- elseif random == 2 then
- spawn(function()
- repeat P.CFrame = P.CFrame*CFrame.fromEulerAnglesXYZ(0,0.1,0)
- wait() until P == nil
- end)
- elseif random == 3 then
- spawn(function()
- repeat P.CFrame = P.CFrame*CFrame.fromEulerAnglesXYZ(0.1,0,0)
- wait() until P == nil
- end)
- end
- end)
- wait((lifetime - 2))
- for i = 1,20 do
- P.Size = P.Size:Lerp(Vector3.new(.05,.05,.05), i/20)
- PG.Size = PG.Size:Lerp(Vector3.new(.05,.05,.05), i/20)
- wait(0.1)
- end
- end
- --blackhole(target.CFrame, Vector3.new(10,10,10), 'Really red', 5, true)
- function blackhole(position, size, color2, lifetime, succ)
- P = Instance.new('Part', char)
- P.Material = "Neon"
- P.Size = Vector3.new(0.05,0.05,0.05)
- P.BrickColor = BrickColor.Black()
- P.Anchored = true
- P.CanCollide = false
- P.CFrame = position
- P2 = Instance.new('Part', char)
- P2.Material = 'ForceField'
- P2.BrickColor = BrickColor.new(color2)
- P2.Size = Vector3.new(0.1,0.1,0.1)
- P2.Anchored = true
- P2.CanCollide = false
- P2.CFrame = position
- Mesh = Instance.new('SpecialMesh', P)
- Mesh.MeshType = 'Sphere'
- Mesh.Scale = Vector3.new(1,1,1)
- Mesh = Instance.new('SpecialMesh', P2)
- Mesh.MeshType = 'Sphere'
- Mesh.Scale = Vector3.new(1,1,1)
- --[[weld = Instance.new("Weld")
- weld.Parent = P
- weld.Part0 = P
- weld.Name = "WeldToGlowingPart"
- weld.Part1 = P2
- weld.C1 = CFrame.new(0.01, 0.01, 0.01)]]
- for i = 1,20 do
- P.Size = P.Size + Vector3.new(size.X / 20, size.Y / 20, size.Z / 20)
- P2.Size = P2.Size + Vector3.new(size.X / 20, size.Y / 20, size.Z / 20)
- wait()
- end
- debri:AddItem(P, lifetime)
- debri:AddItem(P2, lifetime)
- spawn(function()
- repeat
- if succ == true then
- c = game.Players:GetChildren()
- for i = 1, #c do
- if c[i].Name ~= Player.Name then
- if c[i]:DistanceFromCharacter(P.Position) <= 15 + size.X then
- c[i].Character:BreakJoints()
- c2 = c[i].Character:GetChildren()
- for i2 =1, #c2 do
- if c2[i2]:IsA("BasePart") then
- b = Instance.new("BodyPosition") b.Parent = c2[i2] b.maxForce = Vector3.new(6000000,60000000,60000000)
- b.Position = P.Position
- end
- end
- end
- end
- end
- end
- wait()
- until P == nil
- end)
- wait((lifetime - 2))
- for i = 1,10 do
- P.Size = P.Size - Vector3.new(size.X / 10, size.Y / 10, size.Z / 10)
- P2.Size = P2.Size - Vector3.new(size.X / 10, size.Y / 10, size.Z / 10)
- wait(0.1)
- end
- end
- function voidedmode()
- ArmorIsActive = true
- M_VoidMode = true
- pcall(function()
- char['Left Arm'].BrickColor = BrickColor.Black()
- clone = Instance.new('Part', char)
- clone.Size = char['Left Arm'].Size
- clone.CanCollide = false
- clone.Material = 'ForceField'
- clone.BrickColor = BrickColor.new('Royal purple')
- weld = Instance.new("Weld")
- weld.Parent = clone
- weld.Part0 = char['Left Arm']
- weld.Name = "WeldToGlowingPart"
- weld.Part1 = clone
- weld.C1 = CFrame.new(0.01, 0.01, 0.01)
- char['Right Arm'].BrickColor = BrickColor.Black()
- clone = Instance.new('Part', char)
- clone.Size = char['Right Arm'].Size
- clone.Material = 'ForceField'
- clone.CanCollide = false
- clone.BrickColor = BrickColor.new('Royal purple')
- weld = Instance.new("Weld")
- weld.Parent = clone
- weld.Part0 = char['Right Arm']
- weld.Name = "WeldToGlowingPart"
- weld.Part1 = clone
- weld.C1 = CFrame.new(0.01, 0.01, 0.01)
- end)
- pcall(function()
- char['LeftUpperArm'].BrickColor = BrickColor.Black()
- clone = Instance.new('Part', char)
- clone.Size = char.LeftUpperArm.Size
- clone.CanCollide = false
- clone.Material = 'ForceField'
- clone.BrickColor = BrickColor.new('Royal purple')
- weld = Instance.new("Weld")
- weld.Parent = clone
- weld.Part0 = char.LeftUpperArm
- weld.Name = "WeldToGlowingPart"
- weld.Part1 = clone
- weld.C1 = CFrame.new(0.01, 0.01, 0.01)
- char['RightUpperArm'].BrickColor = BrickColor.Black()
- clone = Instance.new('Part', char)
- clone.CanCollide = false
- clone.Size = char.RightUpperArm.Size
- clone.Material = 'ForceField'
- clone.BrickColor = BrickColor.new('Royal purple')
- weld = Instance.new("Weld")
- weld.Parent = clone
- weld.Part0 = char.RightUpperArm
- weld.Name = "WeldToGlowingPart"
- weld.Part1 = clone
- weld.C1 = CFrame.new(0.01, 0.01, 0.01)
- char['LeftLowerArm'].BrickColor = BrickColor.Black()
- clone = Instance.new('Part', char)
- clone.Size = char.LeftLowerArm.Size
- clone.CanCollide = false
- clone.Material = 'ForceField'
- clone.BrickColor = BrickColor.new('Royal purple')
- weld = Instance.new("Weld")
- weld.Parent = clone
- weld.Part0 = char.LeftLowerArm
- weld.Name = "WeldToGlowingPart"
- weld.Part1 = clone
- weld.C1 = CFrame.new(0.01, 0.01, 0.01)
- char['RightLowerArm'].BrickColor = BrickColor.Black()
- clone = Instance.new('Part', char)
- clone.Size = char.RightLowerArm.Size
- clone.Material = 'ForceField'
- clone.CanCollide = false
- clone.BrickColor = BrickColor.new('Royal purple')
- weld = Instance.new("Weld")
- weld.Parent = clone
- weld.Part0 = char.RightLowerArm
- weld.Name = "WeldToGlowingPart"
- weld.Part1 = clone
- weld.C1 = CFrame.new(0.01, 0.01, 0.01)
- end)
- for i = 1,200 do
- spawn(function()
- Pta:Emit(150)
- char.Humanoid.Health = char.Humanoid.Health + 5
- end)
- wait(0.7)
- end
- ArmorIsActive = false
- M_VoidMode = false
- pcall(function()
- char['Left Arm'].BrickColor = BrickColor.new('CGA brown')
- char.Part:Remove()
- char['Right Arm'].BrickColor = BrickColor.new('CGA brown')
- char.Part:Remove()
- end)
- pcall(function()
- char['LeftUpperArm'].BrickColor = BrickColor.new('CGA brown')
- char.Part:Remove()
- char['RightUpperArm'].BrickColor = BrickColor.new('CGA brown')
- char.Part:Remove()
- char['LeftLowerArm'].BrickColor = BrickColor.new('CGA brown')
- char.Part:Remove()
- char['RightLowerArm'].BrickColor = BrickColor.new('CGA brown')
- char.Part:Remove()
- end)
- end
- function voided(col, time)
- Part = Instance.new('Part', char)
- Part.Size = Vector3.new(0.1,0.1,0.1)
- Part.CanCollide = false
- Part.Transparency = 1
- weld = Instance.new("Weld")
- weld.Parent = Part
- weld.Part0 = torso
- weld.Name = "WeldToEmitter"
- weld.Part1 = Part
- weld.C1 = CFrame.new(0.01, 0.01, 0.01)
- local Pt = Instance.new('ParticleEmitter', Part)
- Pt.Rate = 0
- Pt.ZOffset = 10
- Pt.Drag = 0
- Pt.Color = ColorSequence.new(BrickColor.new(col).Color)
- Pt.LightEmission = 0
- Pt.Speed = NumberRange.new(0)
- Pt.Lifetime = NumberRange.new(1)
- Pt.Texture = "http://www.roblox.com/asset/?id=43997508"
- Pt.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0,1,0), NumberSequenceKeypoint.new(0.7,0,0), NumberSequenceKeypoint.new(1,1,0)})
- Pt.RotSpeed = NumberRange.new(75)
- Pt.Rotation = NumberRange.new(0,360)
- Pt.Size = NumberSequence.new({NumberSequenceKeypoint.new(0,5,0), NumberSequenceKeypoint.new(1,5,0)})
- local Pt2 = Instance.new('ParticleEmitter', Part)
- Pt2.Rate = 0
- Pt2.ZOffset = 9
- Pt2.Drag = 0
- Pt2.Color = ColorSequence.new(BrickColor.new(col).Color)
- Pt2.LightEmission = 0.9
- Pt2.Speed = NumberRange.new(0)
- Pt2.Lifetime = NumberRange.new(1)
- Pt2.Texture = "http://www.roblox.com/asset/?id=43997508"
- Pt2.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0,1,0), NumberSequenceKeypoint.new(0.7,0,0), NumberSequenceKeypoint.new(1,1,0)})
- Pt2.RotSpeed = NumberRange.new(75)
- Pt2.Size = NumberSequence.new({NumberSequenceKeypoint.new(0,9,0), NumberSequenceKeypoint.new(1,9,0)})
- Pt2.Rotation = NumberRange.new(0,360)
- local Pt3 = Instance.new('ParticleEmitter', Part)
- Pt3.Rate = 0
- Pt3.Drag = 10
- Pt3.EmissionDirection = 'Front'
- Pt3.SpreadAngle = Vector2.new(0, 360)
- Pt3.Color = ColorSequence.new(BrickColor.new(col).Color)
- Pt3.LightEmission = 1
- Pt3.Speed = NumberRange.new(100)
- Pt3.Lifetime = NumberRange.new(1)
- Pt3.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0,1,0), NumberSequenceKeypoint.new(0.7,0,0), NumberSequenceKeypoint.new(1,1,0)})
- Pt3.RotSpeed = NumberRange.new(1,10)
- Pt3.Size = NumberSequence.new({NumberSequenceKeypoint.new(0,5,0), NumberSequenceKeypoint.new(0.7,5,0), NumberSequenceKeypoint.new(1,5,0)})
- Invisible = true
- c2 = char:GetDescendants()
- for i2 =1, #c2 do
- if c2[i2]:IsA("BasePart") or c2[i2]:IsA("Part") then
- c2[i2].Transparency = 1
- end
- end
- Pt:Emit(150)
- Pt2:Emit(150)
- Pt3:Emit(150)
- char.Humanoid.WalkSpeed = 200
- char.Humanoid.JumpPower = 150
- wait(time)
- char.Humanoid.WalkSpeed = 16
- char.Humanoid.JumpPower = 50
- Invisible = false
- c2 = char:GetDescendants()
- for i2 =1, #c2 do
- if c2[i2]:IsA("BasePart") or c2[i2]:IsA("Part") then
- c2[i2].Transparency = 0
- if c2[i2].Name == 'HumanoidRootPart' then
- c2[i2].Transparency = 1
- end
- end
- end
- Pt:Emit(150)
- Pt2:Emit(150)
- Pt3:Emit(150)
- debri:AddItem(Part, 2)
- end
- Player.Chatted:Connect(function(chat)
- if chat == 'void armor!' and M_Void == true then
- voidedmode()
- elseif chat == 'void vector!' and M_Void == true then
- if M_VoidMode == true then
- voided('Royal purple', 20)
- elseif M_VoidMode == false then
- voided('Royal purple', 10)
- end
- elseif chat == 'void mode!' then
- M_Void = true
- end
- end)
- while true do
- if ArmorIsActive == true and Invisible == false then
- Trail.Enabled = true
- Trail2.Enabled = true
- elseif ArmorIsActive == true and Invisible == true then
- Trail.Enabled = false
- Trail2.Enabled = false
- elseif ArmorIsActive == false and Invisible == true then
- Trail.Enabled = false
- Trail2.Enabled = false
- elseif ArmorIsActive == false and Invisible == false then
- Trail.Enabled = false
- Trail2.Enabled = false
- end
- if M_VoidMode == true then
- c = game.Players:GetChildren()
- for i = 1, #c do
- if c[i].Name ~= Player.Name then
- if c[i]:DistanceFromCharacter(Part.Position) <= 30 then
- c[i].Character:BreakJoints()
- c2 = c[i].Character:GetChildren()
- for i2 =1, #c2 do
- if c2[i2]:IsA("BasePart") then
- c2[i2].CanCollide = false
- trail(c2[i2], 1, 'Royal purple', 1, -1)
- b = Instance.new("BodyPosition") b.Parent = c2[i2] b.maxForce = Vector3.new(6000000,60000000,60000000)
- b.Position = Part.Position
- end
- end
- end
- end
- end
- end
- wait(1)
- end
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