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- user=game.Players.localPlayer;
- char=user.Character
- torso=char.Torso
- --i only give this to you because u r cool
- m=Instance.new('Model',char)
- function create()
- part=Instance.new('Part',m)
- part.Material="SmoothPlastic"
- part.BrickColor=BrickColor.new("Really black")
- part.Anchored=true
- part.Size=Vector3.new(1,1,1)
- end;
- local color='Really black';
- local generate=function()
- for i,v in pairs(m:children()) do
- local particle=Instance.new'Part'
- particle.Material="SmoothPlastic"
- particle.Anchored=true
- particle.CFrame=CFrame.new(v.CFrame.p);
- particle.FormFactor='Custom'
- particle.Size=Vector3.new(.5,.5,.5)
- particle.TopSurface='Smooth'
- particle.BrickColor=BrickColor.new(color)
- particle.CanCollide=false
- local random=math.random
- local randSet1={random(1,1),random(1,1),random(1,1)}
- local randSet2={random(1,1),random(1,1),random(1,1)}
- local cf={0,0,0}
- for _,v in next,randSet1 do
- cf[_]=((v==1 and 1)or -1)*randSet2[_]
- end
- particle.Parent=v
- particle.CFrame=particle.CFrame*CFrame.new(cf[1],cf[2],cf[3])
- for i=0,1,0.1 do
- particle.Transparency=i
- particle.CFrame=particle.CFrame*CFrame.new(0,0.1,0)
- wait''
- end;
- particle:remove''
- end
- end
- _1=0 -- rotY
- _2=300 -- degrees
- _3=0 -- what
- _4=0 -- swicahc
- _5=4 -- distance
- _6=.6 -- distance 2
- _7=.9 -- what!?!?!
- _8=.1 -- waaaht
- local rot=0;
- game:GetService('RunService').Stepped:connect(function()
- local f=#m:GetChildren()
- for _,v in next,m:GetChildren()do
- local pos=torso.CFrame.p
- local partPos=v.CFrame.p
- local abs=math.abs
- local sin,cos=function(a)return abs(math.sin(a))end,function(a) return abs(math.cos(a)) end
- local newPos=CFrame.new(pos)*CFrame.Angles(_1,math.rad(rot+(_2/f)*_),_3)*CFrame.new(_4,math.sin(rot+_),-(_5+(f*_6)))
- local real=(partPos*_7+newPos.p*_8)
- v.CFrame=CFrame.new(real,pos)
- --v.Color=Color3.new(sin(tick()),sin(rot),cos(rot))
- end
- rot=rot+.1
- wait()
- end)
- create()
- create()
- create()
- create()
- create()
- create()
- repeat
- coroutine.wrap(generate)();
- wait'';
- until false;
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