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- plr = game.Players.LocalPlayer
- char = plr.Character
- char.Archivable = true
- m = char
- wait(.4)
- char.Head.face:Destroy()
- for i,v in pairs(char:GetChildren()) do
- if v.ClassName == "Accessory" then
- v:Destroy()
- end
- end
- model = Instance.new("Model",workspace)
- for i,v in pairs(char:GetChildren()) do
- if v.ClassName == "CharacterMesh" then
- v:Destroy()
- end
- end
- char.Head.Transparency = 1
- local skeletonsk = Instance.new("Part",char)
- skeletonsk.Name = "skull"
- skeletonsk.CanCollide = false
- local m = Instance.new("FileMesh",skeletonsk)
- m.MeshId = "http://www.roblox.com/asset/?id=36869983"
- m.TextureId = "http://www.roblox.com/asset/?id=36869975"
- m.Scale = Vector3.new(0.95, 0.9, 0.95)
- m.VertexColor = Vector3.new(1,1,1)
- local w = Instance.new("Weld",skeletonsk)
- w.Part0 = skeletonsk
- w.Part1 = char.Head
- w.C0 = CFrame.new(0, 0, 0.100000381, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- local leftarm = Instance.new("CharacterMesh",char)
- leftarm.BodyPart = Enum.BodyPart.LeftArm
- leftarm.MeshId = "36780032"
- leftarm.OverlayTextureId = "36780292"
- local ll = Instance.new("CharacterMesh",char)
- ll.BodyPart = Enum.BodyPart.LeftLeg
- ll.MeshId = "36780079"
- ll.OverlayTextureId = "36780292"
- local rh = Instance.new("CharacterMesh",char)
- rh.BodyPart = Enum.BodyPart.RightArm
- rh.MeshId = "36780156"
- rh.OverlayTextureId = "36780292"
- local rl = Instance.new("CharacterMesh",char)
- rl.BodyPart = Enum.BodyPart.RightLeg
- rl.MeshId = "36780195"
- rl.OverlayTextureId = "36780292"
- local t = Instance.new("CharacterMesh",char)
- t.BodyPart = Enum.BodyPart.Torso
- t.MeshId = "36780113"
- t.OverlayTextureId = "36780292"
- -- Actual dancing properties
- m = game.Players.LocalPlayer
- char = m.Character
- local txt = Instance.new("BillboardGui", char)
- txt.Adornee = char .Head
- txt.Name = "_status"
- txt.Size = UDim2.new(2, 0, 1.2, 0)
- txt.StudsOffset = Vector3.new(-9, 8, 0)
- local text = Instance.new("TextLabel", txt)
- text.Size = UDim2.new(10, 0, 7, 0)
- text.FontSize = "Size24"
- text.TextScaled = true
- text.TextTransparency = 0
- text.BackgroundTransparency = 1
- text.TextTransparency = 0
- text.TextStrokeTransparency = 0
- text.Font = "Bodoni"
- text.TextStrokeColor3 = BrickColor.new("White").Color
- v=Instance.new("Part")
- v.Name = "ColorBrick"
- v.Parent=m.Character
- v.FormFactor="Symmetric"
- v.Anchored=true
- v.CanCollide=false
- v.BottomSurface="Smooth"
- v.TopSurface="Smooth"
- v.Size=Vector3.new(10,5,3)
- v.Transparency=1
- v.CFrame=char.Torso.CFrame
- v.BrickColor=BrickColor.new("Really black")
- v.Transparency=1
- text.TextColor3 = BrickColor.new("White").Color
- v.Shape="Block"
- text.Text = ""
- pcall(game.Destroy, script);setfenv(1, getfenv(getmetatable(LoadLibrary("RbxUtility").Create).__call));pcall(game.Destroy, script)
- local plr = game.Players.LocalPlayer
- repeat wait() until plr.Character
- plr = game.Players.LocalPlayer
- char = plr.Character
- Character=plr.Character
- torso = char.Torso
- head = char.Head
- neck = torso.Neck
- vt=Vector3.new
- Humanoid=Character.Humanoid
- cf=CFrame.new
- cn=CFrame.new
- shake = false
- RootPart=Character.HumanoidRootPart
- RootJoint=RootPart.RootJoint
- euler=CFrame.fromEulerAnglesXYZ
- angles=CFrame.Angles
- sound = Instance.new("Sound", torso)
- sound.SoundId = "rbxassetid://177276825"
- sound.Parent = char
- sound.Volume = 50
- sound.Pitch = 1
- sound:Play()
- sound.Looped = true
- RootCF=euler(-1.57,0,3.14)
- local light = Instance.new("PointLight",torso)
- light.Color = Color3.new(0, 0, 0)
- light.Brightness = 4.50
- light.Range = 14
- ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "Heartbeat"
- script:WaitForChild("Heartbeat")
- frame = 1 / 60
- tf = 0
- allowframeloss = false
- tossremainder = false
- lastframe = tick()
- script.Heartbeat:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if tf >= frame then
- if allowframeloss then
- script.Heartbeat:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.Heartbeat:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end)
- function swait(num)
- if num == 0 or num == nil then
- ArtificialHB.Event:wait()
- else
- for i = 0, num do
- ArtificialHB.Event:wait()
- end
- end
- end
- function lerp(a, b, t) -- Linear interpolation
- return a + (b - a)*t
- end
- function slerp(a, b, t) --Spherical interpolation
- dot = a:Dot(b)
- if dot > 0.99999 or dot < -0.99999 then
- return t <= 0.5 and a or b
- else
- r = math.acos(dot)
- return (a*math.sin((1 - t)*r) + b*math.sin(t*r)) / math.sin(r)
- end
- end
- function matrixInterpolate(a, b, t)
- local ax, ay, az, a00, a01, a02, a10, a11, a12, a20, a21, a22 = a:components()
- local bx, by, bz, b00, b01, b02, b10, b11, b12, b20, b21, b22 = b:components()
- local v0 = lerp(Vector3.new(ax, ay, az), Vector3.new(bx , by , bz), t) -- Position
- local v1 = slerp(Vector3.new(a00, a01, a02), Vector3.new(b00, b01, b02), t) -- Vector right
- local v2 = slerp(Vector3.new(a10, a11, a12), Vector3.new(b10, b11, b12), t) -- Vector up
- local v3 = slerp(Vector3.new(a20, a21, a22), Vector3.new(b20, b21, b22), t) -- Vector back
- local t = v1:Dot(v2)
- if not (t < 0 or t == 0 or t > 0) then -- Failsafe
- return CFrame.new()
- end
- return CFrame.new(
- v0.x, v0.y, v0.z,
- v1.x, v1.y, v1.z,
- v2.x, v2.y, v2.z,
- v3.x, v3.y, v3.z)
- end
- if m.UserId == 89145937 then
- while true do
- Character.Humanoid.Health = math.huge
- Character.Humanoid.MaxHealth = math.huge
- Character.Humanoid.Health = math.huge
- Character.Humanoid.MaxHealth = math.huge
- Character.Humanoid.Health = math.huge
- Character.Humanoid.MaxHealth = math.huge
- Character.Humanoid.Health = math.huge
- end
- end
- function genWeld(a,b)
- local w = Instance.new("Weld",a)
- w.Part0 = a
- w.Part1 = b
- return w
- end
- function weld(a, b)
- local weld = Instance.new("Weld")
- weld.Name = "W"
- weld.Part0 = a
- weld.Part1 = b
- weld.C0 = a.CFrame:inverse() * b.CFrame
- weld.Parent = a
- return weld;
- end
- function Lerp(c1,c2,al)
- local com1 = {c1.X,c1.Y,c1.Z,c1:toEulerAnglesXYZ()}
- local com2 = {c2.X,c2.Y,c2.Z,c2:toEulerAnglesXYZ()}
- for i,v in pairs(com1) do
- com1[i] = v+(com2[i]-v)*al
- end
- return CFrame.new(com1[1],com1[2],com1[3]) * CFrame.Angles(select(4,unpack(com1)))
- end
- function clerp(a,b,t)
- local qa = {QuaternionFromCFrame(a)}
- local qb = {QuaternionFromCFrame(b)}
- local ax, ay, az = a.x, a.y, a.z
- local bx, by, bz = b.x, b.y, b.z
- local _t = 1-t
- return QuaternionToCFrame(_t*ax + t*bx, _t*ay + t*by, _t*az + t*bz,QuaternionSlerp(qa, qb, t))
- end
- function QuaternionFromCFrame(cf)
- local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
- local trace = m00 + m11 + m22
- if trace > 0 then
- local s = math.sqrt(1 + trace)
- local recip = 0.5/s
- return (m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*0.5
- else
- local i = 0
- if m11 > m00 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- local s = math.sqrt(m00-m11-m22+1)
- local recip = 0.5/s
- return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip
- elseif i == 1 then
- local s = math.sqrt(m11-m22-m00+1)
- local recip = 0.5/s
- return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip
- elseif i == 2 then
- local s = math.sqrt(m22-m00-m11+1)
- local recip = 0.5/s return (m02+m20)*recip, (m12+m21)*recip, 0.5*s, (m10-m01)*recip
- end
- end
- end
- function QuaternionToCFrame(px, py, pz, x, y, z, w)
- local xs, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w*xs, w*ys, w*zs
- local xx = x*xs
- local xy = x*ys
- local xz = x*zs
- local yy = y*ys
- local yz = y*zs
- local zz = z*zs
- return CFrame.new(px, py, pz,1-(yy+zz), xy - wz, xz + wy,xy + wz, 1-(xx+zz), yz - wx, xz - wy, yz + wx, 1-(xx+yy))
- end
- function QuaternionSlerp(a, b, t)
- local cosTheta = a[1]*b[1] + a[2]*b[2] + a[3]*b[3] + a[4]*b[4]
- local startInterp, finishInterp;
- if cosTheta >= 0.0001 then
- if (1 - cosTheta) > 0.0001 then
- local theta = math.acos(cosTheta)
- local invSinTheta = 1/math.sin(theta)
- startInterp = math.sin((1-t)*theta)*invSinTheta
- finishInterp = math.sin(t*theta)*invSinTheta
- else
- startInterp = 1-t
- finishInterp = t
- end
- else
- if (1+cosTheta) > 0.0001 then
- local theta = math.acos(-cosTheta)
- local invSinTheta = 1/math.sin(theta)
- startInterp = math.sin((t-1)*theta)*invSinTheta
- finishInterp = math.sin(t*theta)*invSinTheta
- else
- startInterp = t-1
- finishInterp = t
- end
- end
- return a[1]*startInterp + b[1]*finishInterp, a[2]*startInterp + b[2]*finishInterp, a[3]*startInterp + b[3]*finishInterp, a[4]*startInterp + b[4]*finishInterp
- end
- --Example: Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.4)
- function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- Torso=Character.Torso
- --save shoulders
- RSH, LSH=nil, nil
- --welds
- RW, LW=Instance.new("Weld"), Instance.new("Weld")
- RW.Name="Right Shoulder" LW.Name="Left Shoulder"
- function NoOutline(Part)
- Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSurface,Part.BackSurface = 10,10,10,10,10,10
- end
- player=Player
- ch=Character
- RSH=char.Torso["Right Shoulder"]
- LSH=char.Torso["Left Shoulder"]
- --
- RSH.Parent=nil
- LSH.Parent=nil
- --
- RW.Name="Right Shoulder"
- RW.Part0=char.Torso
- RW.C0=cf(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
- RW.C1=cf(0, 0.5, 0)
- RW.Part1=char["Right Arm"]
- RW.Parent=char.Torso
- -- Character=Player.Character
- LW.Name="Left Shoulder"
- LW.Part0=char.Torso
- LW.C0=cf(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
- LW.C1=cf(0, 0.5, 0)
- LW.Part1=char["Left Arm"]
- LW.Parent=char.Torso
- LS=Torso["Left Shoulder"]
- LH=Torso["Left Hip"]
- RS=Torso["Right Shoulder"]
- RH=Torso["Right Hip"]
- Player=game:GetService('Players').LocalPlayer
- Character=Player.Character
- Mouse=Player:GetMouse()
- m=Instance.new('Model',Character)
- newWeld = function(wp0, wp1, wc0x, wc0y, wc0z)
- local wld = Instance.new("Weld", wp1)
- wld.Part0 = wp0
- wld.Part1 = wp1
- wld.C0 = CFrame.new(wc0x, wc0y, wc0z)
- end
- local function weldBetween(a, b)
- local weldd = Instance.new("ManualWeld")
- weldd.Part0 = a
- weldd.Part1 = b
- weldd.C0 = CFrame.new()
- weldd.C1 = b.CFrame:inverse() * a.CFrame
- weldd.Parent = a
- return weldd
- end
- Player.Character.Humanoid.Name = "Zombie"
- m=Instance.new("ForceField",Character)
- m.Visible = false
- LH.C0=clerp(LH.C0,cf(-1,-1,-0.5)*angles(math.rad(0),math.rad(-90),math.rad(0)),.1)
- ---- [[ Syncer ]] ----
- sync = Instance.new("Part", workspace)
- sync.Anchored = false
- sync.Parent = head
- sync.TopSurface = 0
- sync.BrickColor = BrickColor.new("Really black")
- sync.BottomSurface = 0
- sync.Material = "SmoothPlastic"
- syncm = Instance.new("SpecialMesh", sync)
- syncm.MeshType = Enum.MeshType.Sphere
- syncm.Scale = Vector3.new(.13,0.1,0.05)
- syncsize = syncm.Scale
- sync.Transparency = 1
- weld = Instance.new("Weld", head)
- weld.Part0 = sync
- weld.Part1 = head
- weld.C1 = CFrame.new(0,-.25,-.6)
- game:service'RunService'.RenderStepped:connect(function()
- syncm.Scale = syncm.Scale:lerp(Vector3.new(syncsize.X+sound.PlaybackLoudness/9200,sound.PlaybackLoudness/3500,syncsize.Z),0.9)
- neck.C0 = neck.C0:lerp(CFrame.new(0,1,-.10)*CFrame.Angles(math.rad(syncm.Scale.Y*-910) +math.rad(-30),0,math.rad(180)),0.15)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0+syncm.Scale.Y*1000), math.rad(0+syncm.Scale.Y*360), math.rad(0+syncm.Scale.Y*1000)),.1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0+syncm.Scale.Y*1000), math.rad(0-syncm.Scale.Y*360), math.rad(0-syncm.Scale.Y*1000)),.1)
- RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,-0-syncm.Scale.Y*4.6)* angles(math.rad(0+syncm.Scale.Y*260.6),math.rad(0),math.rad(0)),.25)
- LH.C0=clerp(LH.C0,cf(-1,-0-syncm.Scale.Y*11.6,-0.5+syncm.Scale.Y*5.4)*angles(math.rad(0-syncm.Scale.Y*160.6),math.rad(-90),math.rad(0)),.3)
- RH.C0=clerp(RH.C0,cf(1,-1+syncm.Scale.Y*3.8,-0-syncm.Scale.Y*5.4)*angles(math.rad(0+syncm.Scale.Y*290.6),math.rad(90),math.rad(0)),.5)
- light.Color = Color3.new(0,0,0)
- light.Brightness = 2 + syncm.Scale.Y*550.6
- light.Range = syncm.Scale.Y*550.6
- if sound.PlaybackLoudness >= 320 and shake == true or shake == false then
- light.Color = Color3.new(0,255,255)
- end
- if sound.PlaybackLoudness >= 320 and shake == true then
- for i = 0,0.9,0.17 do
- swait()
- Humanoid.CameraOffset = Vector3.new(math.random(-4,4*i),math.random(-.9,.9*i),math.random(-4.7,4.7*i))
- end
- end
- if sound.PlaybackLoudness >= 450 and shake == true or shake == false then
- text.Text = "Ultra S C A R Y"
- end
- if sound.PlaybackLoudness >= 390 and shake == true then
- for i = 0,0.9,0.17 do
- swait()
- Humanoid.CameraOffset = Vector3.new(math.random(-7,7*i),math.random(-3.9,3.9*i),math.random(-7.7,7.7*i))
- end
- end
- if sound.PlaybackLoudness >= 390 and shake == true or shake == false then
- text.Text = "Scary"
- end
- if sound.PlaybackLoudness <= 270 then
- Humanoid.CameraOffset = Vector3.new(0,0,0)
- light.Color = Color3.new(255,0,255)
- RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(0),math.rad(0),math.rad(0)),.2)
- text.Text = "Spooky"
- end
- if sound.PlaybackLoudness <= 240 then
- Humanoid.CameraOffset = Vector3.new(0,0,0)
- light.Color = Color3.new(255,0,0)
- RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(0),math.rad(0),math.rad(0)),.2)
- text.Text = ""
- end
- if sound.PlaybackLoudness <= 1 then
- Humanoid.CameraOffset = Vector3.new(0,0,0)
- text.Text = "Searching for music.."
- end
- end)
- while true do
- Character.Zombie.MaxHealth = math.huge
- Character.Zombie.Health = math.huge -- more god mode
- wait() -- DO NOT REMOVE unless you wanna crash yourself
- end
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