Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- wait() -- I just wanted to do that cuz i can XD
- I = "cutelittlepeople" --replace mine with yours
- color = "Blue" -- replace this with whatever color. I prefer "Really red" or "Pastel Blue" or "Really black" or "White" or "Camo"
- --Btw the capitals count! so "Pastel blue" wont work. it has to be "Pastel Blue"
- seccolor = "Really black" -- relpace this with whatever color. But this time the color is gonna be ur head and tip of the tail. make it -
- -- Corisponding with the first color to make it look good.
- --go down to the green text and change the fire to whatever u want.
- --this version can allow double clicking so that u can go twice the speed. u have to double click really fast though.
- -------------------------------------------------------THE face and head.
- game.Players[I].Character.Head.Transparency = 1
- local p1 = Instance.new("Part")
- p1.Parent = game.Players[I].Character.Torso
- p1.Position = Vector3.new(0, 50, 0)
- p1.BrickColor = BrickColor.new(seccolor)
- p1.Reflectance = 0.3
- p1.TopSurface = 0
- p1.BottomSurface = 0
- p1.Size = Vector3.new(1, 1, 2)
- p1.CanCollide = false
- p1.Name = "1"
- local w = Instance.new("Weld")
- w.Parent = game.Players[I].Character
- w.Part1 = game.Players[I].Character.Head
- w.Part0 = p1
- w.C0 = CFrame.new(0,0,1.5) * CFrame.fromEulerAnglesXYZ(0,0,0)
- local A = Instance.new("SpecialMesh")
- A.MeshType = "Brick"
- A.Parent = p1
- A.Scale = Vector3.new(1.5, 0.8, 1)
- local p2 = Instance.new("Part")
- p2.Parent = game.Players[I].Character.Torso
- p2.Position = Vector3.new(0, 50, 0)
- p2.BrickColor = BrickColor.new(seccolor)
- p2.TopSurface = 0
- p2.BottomSurface = 0
- p2.Size = Vector3.new(1, 1, 1.5)
- p2.CanCollide = False
- p2.Name = "2"
- local w = Instance.new("Weld")
- w.Parent = game.Players[I].Character
- w.Part1 = game.Players[I].Character.Head
- w.Part0 = p2
- w.C0 = CFrame.new(0,-1.1,0) * CFrame.fromEulerAnglesXYZ(math.pi/4, 0,0)
- local A = Instance.new("SpecialMesh")
- A.MeshType = "Brick"
- A.Parent = p2
- A.Scale = Vector3.new(1.5, 1, 1)
- local p3 = Instance.new("Part")
- p3.Parent = game.Players[I].Character.Torso
- p3.Position = Vector3.new(0, 50, 0)
- p3.BrickColor = BrickColor.new(color)
- p3.TopSurface = 0
- p3.BottomSurface = 0
- p3.Size = Vector3.new(1, 1, 1.5)
- p3.CanCollide = false
- p3.Name = "3"
- local w = Instance.new("Weld")
- w.Parent = game.Players[I].Character
- w.Part1 = game.Players[I].Character.Head
- w.Part0 = p3
- w.C0 = CFrame.new(0.4,-1.4,-1.3) * CFrame.fromEulerAnglesXYZ(math.pi/4, 0,0)
- local A = Instance.new("SpecialMesh")
- A.MeshType = "Brick"
- A.Parent = p3
- A.Scale = Vector3.new(0.5, 0.5, 0.5)
- local p4 = Instance.new("Part")
- p4.Parent = game.Players[I].Character.Torso
- p4.Position = Vector3.new(0, 50, 0)
- p4.BrickColor = BrickColor.new(color)
- p4.TopSurface = 0
- p4.BottomSurface = 0
- p4.Size = Vector3.new(1, 1, 1.5)
- p4.CanCollide = false
- p4.Name = "4"
- local w = Instance.new("Weld")
- w.Parent = game.Players[I].Character
- w.Part1 = game.Players[I].Character.Head
- w.Part0 = p4
- w.C0 = CFrame.new(-0.4,-1.4,-1.3) * CFrame.fromEulerAnglesXYZ(math.pi/4, 0,0)
- local A = Instance.new("SpecialMesh")
- A.MeshType = "Brick"
- A.Parent = p4
- A.Scale = Vector3.new(0.5, 0.5, 0.5)
- local p5 = Instance.new("Part")
- p5.Parent = game.Players[I].Character.Torso
- p5.Position = Vector3.new(0, 50, 0)
- p5.BrickColor = BrickColor.new(seccolor)
- p5.TopSurface = 0
- p5.BottomSurface = 0
- p5.Size = Vector3.new(1, 1, 1.5)
- p5.CanCollide = false
- p5.Name = "5"
- local w = Instance.new("Weld")
- w.Parent = game.Players[I].Character
- w.Part1 = game.Players[I].Character.Head
- w.Part0 = p5
- w.C0 = CFrame.new(0,0.2,-0.1) * CFrame.fromEulerAnglesXYZ(math.pi/-3,0,0)
- local A = Instance.new("SpecialMesh")
- A.MeshType = "Brick"
- A.Parent = p5
- A.Scale = Vector3.new(1.5, 1.5, 1.5)
- for c = 1, #game.Players[I].Character:GetChildren()do
- char = game.Players[I].Character:GetChildren()
- if char[c]:IsA("Part") then
- char[c].Transparency = 1
- elseif char[c]:IsA("Hat") then
- char[c].Handle:Remove()
- end
- end
- if game.Players[I].Character.Head:FindFirstChild("face") then
- game.Players[I].Character.Head.face:Remove()
- end
- function removehead(hit)
- h = hit.Parent:FindFirstChild("Humanoid")
- if hit.Parent.Name == I then return true end
- if h ~= nil then
- hit.Parent.Head:Destroy()
- end
- end
- p1.Touched:connect(removehead)
- p2.Touched:connect(removehead)
- p3.Touched:connect(removehead)
- p4.Touched:connect(removehead)
- p5.Touched:connect(removehead)
- -----------------------------------------------------------bomb
- function firing(key,mouse)--------------------------------Press f to drop a bomb
- if (key~=nil) then
- key = key:lower()
- if key == "f" then
- shell = Instance.new("Part")
- shell.Name = "SHELL"
- shell.CFrame = game.Workspace[I].Head.CFrame + Vector3.new(0,5,0)
- shell.Parent = game.Workspace[I]
- shell.CanCollide = false
- shell.BrickColor = BrickColor.new(seccolor)
- shell.Transparency = 0.3
- shell.Reflectance = 0.7
- shell.BottomSurface = "Smooth"
- shell.TopSurface = "Smooth"
- shell.Size = Vector3.new(6,6,6)
- mesh = Instance.new("SpecialMesh")
- mesh.MeshType = "FileMesh"
- mesh.MeshId = "http://www.roblox.com/Asset/?id=9756362"
- mesh.Scale = Vector3.new(7,7,7)
- mesh.Parent = shell
- function killerz(hit)
- local h = hit.Parent:FindFirstChild("Humanoid")
- if hit.Parent.Name == I then return true end
- if h ~= nil then
- h.Health = 0
- end
- end
- shell.Touched:connect(killerz)
- wait(10)
- shell:breakJoints()
- end
- end
- end
- function darkfire(key,mouse)----------------------------Press r to make a dark circle
- if (key~=nil) then
- key = key:lower()
- if key == "r" then
- local ba = Instance.new("Part")
- ba.Shape = "Ball"
- ba.Name = "ba"
- ba.CFrame = game.Workspace[I].Head.CFrame
- ba.Parent = game.Workspace[I]
- ba.Anchored = true
- ba.CanCollide = false
- ba.BrickColor = BrickColor.new("Really black")
- ba.Transparency = 0.3
- ba.BottomSurface = "Smooth"
- ba.TopSurface = "Smooth"
- ba.Size = Vector3.new(0.1,0.1,0.1)
- for i = 0,1,0.1 do
- wait()
- ba.Size = ba.Size + Vector3.new(i*2,i*2,i*2)
- ba.CFrame = game.Workspace[I].Head.CFrame
- end
- function killng(hit)
- local h = hit.Parent:FindFirstChild("Humanoid")
- if hit.Parent.Name == I then return true end
- if h ~= nil then
- h.Health = 0
- end
- end
- ba.Touched:connect(killng)
- wait(5)
- for i = 0,1,0.1 do
- wait()
- ba.Size = ba.Size + Vector3.new(i*3,i*3,i*3)
- end
- wait()
- for i = 0,1,0.1 do
- wait()
- ba.Size = ba.Size + Vector3.new(i*-3,i*-3,i*-3)
- end
- wait()
- for i = 0,1,0.1 do
- wait()
- ba.Size = ba.Size + Vector3.new(i*-3,i*-3,i*-3)
- end
- ba:Destroy()
- end
- end
- end
- --[[------------------------------------------------------------------------]] ----------Tech stuff
- Player = game.Players[I]
- local h = Instance.new("HopperBin")
- h.Name = "Fly"
- h.Parent = Player.Backpack
- local s = Instance.new("Script")
- s.Parent = h
- s.Name = "Script"
- local bin = s.Parent
- length = 3
- away = 2
- gap = 0
- segs = 40
- distance = length/3
- speed = 1
- Wave = 0
- local Tail = {} -------------------------------The main head where the body comes from
- local part0 = Instance.new("Seat")
- part0.BrickColor = BrickColor.new(color)
- part0.TopSurface = 0
- part0.BottomSurface = 0
- part0.Locked = true
- part0.FormFactor = "Symmetric"
- part0.Size = Vector3.new(2,2,2)
- part0.Anchored = true
- part0.Shape = 1
- part0.CanCollide = true
- part0.Parent = nil
- part0.Name = "Part0"
- local A = Instance.new("SpecialMesh")
- A.MeshType = "FileMesh"
- A.MeshId = "http://www.roblox.com/Asset/?id=9756362"
- A.Parent = part0
- A.Name = "Mesh"
- A.Scale = Vector3.new(3,3,2)
- for p = 1,segs do --------------------The body segments
- Tail[p] = part0:Clone()
- Tail[p].CanCollide = true
- Tail[p].BrickColor = BrickColor.new(color)
- Tail[p].Reflectance = 0.4
- Tail[p].Transparency = 0.2
- Tail[p].Parent = nil
- Tail[p].Name = "Part"..p
- Tail[p].CFrame = CFrame.new(math.random(-100, 100), math.random(-100, 100), math.random(-100, 100))
- f = Instance.new("Fire",Tail[p])
- f.Color = Color3.new(0,0,1)-----------------------------Change the 1,0,0 to something else. 1,0,0 would be red, 0,1,0 is green, 0,0,1 is blue. u can mix colors, just dont go over 1. do 0.5 or something
- f.SecondaryColor = Color3.new(0,0,1)--------------------again look above
- f.Size = 10
- f.Heat = 25
- end
- function onButton1Down(mouse)
- local player = game.Players.LocalPlayer
- if player == nil then return end
- me1 = bin.Parent.Parent
- me = bin.Parent.Parent.Character
- for p = 1,segs do
- Tail[p].Parent = me
- end
- main = part0
- part1 = Tail[1]
- follow = true
- while follow do
- Wave = Wave + 0.02
- distance = length/3
- mousehit = mouse.Hit.p
- if (main.Position - mousehit).magnitude >speed then
- main_mousehit = (main.Position - mousehit).unit*speed
- else
- main_mousehit = (main.Position - mousehit).unit*1
- end
- start1 = main.Position-main_mousehit
- main.CFrame = CFrame.new(start1.x, start1.y, start1.z)
- p1pos = part1.Position
- start1_p1pos = (start1 - p1pos).unit
- spreadp1 = start1_p1pos*(distance+away)
- part1.CFrame = CFrame.new(start1-spreadp1, start1)
- me.Torso.CFrame=Tail[1].CFrame*CFrame.new(0,-0.5,-4)*CFrame.fromEulerAnglesXYZ(-math.pi/5,0,0)
- me.Torso.Anchored = true
- Wave = Wave + 0.02
- pc = me.Torso.CFrame
- starti = me.Torso.Position-(pc.lookVector*distance)
- pipos = Tail[1].Position
- starti_pipos = (starti - pipos).unit
- spreadpi = starti_pipos*(distance+gap)
- Tail[1].CFrame = CFrame.new(starti-spreadpi, starti) + (part0.CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6)/4
- --[[
- for i = 1,39 do
- wait()
- print("p2c = Tail["..i.."].CFrame\
- start3 = Tail["..i.."].Position-(p2c.lookVector*distance)\
- p3pos = Tail["..(i+1).."].Position\
- start3_p3pos = (start3 - p3pos).unit\
- spreadp3 = start3_p3pos*(distance+gap)\
- Tail["..(i+1).."].CFrame = CFrame.new(start3-spreadp3, start3 - Vector3.new(0,math.sin(Wave*6+"..((i-1)/100)..")/4,0) ) + Vector3.new(0,math.sin(Wave*6+"..((i)/100)..")/4,0)\
- " )
- end
- ]]
- ----------------------------------------------------THE ACTUAL MOVEMENTS!
- p2c = Tail[1].CFrame start3 = Tail[1].Position-(p2c.lookVector*distance) p3pos = Tail[2].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[2].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[1].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0)/4 ) + (Tail[2].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.01)/4
- p2c = Tail[2].CFrame start3 = Tail[2].Position-(p2c.lookVector*distance) p3pos = Tail[3].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[3].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[2].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.01)/4 ) + (Tail[3].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.02)/4
- p2c = Tail[3].CFrame start3 = Tail[3].Position-(p2c.lookVector*distance) p3pos = Tail[4].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[4].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[3].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.02)/4 ) + (Tail[4].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.03)/4
- p2c = Tail[4].CFrame start3 = Tail[4].Position-(p2c.lookVector*distance) p3pos = Tail[5].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[5].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[4].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.03)/4 ) + (Tail[5].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.04)/4
- p2c = Tail[5].CFrame start3 = Tail[5].Position-(p2c.lookVector*distance) p3pos = Tail[6].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[6].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[5].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.04)/4 ) + (Tail[6].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.05)/4
- p2c = Tail[6].CFrame start3 = Tail[6].Position-(p2c.lookVector*distance) p3pos = Tail[7].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[7].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[6].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.05)/4 ) + (Tail[7].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.06)/4
- p2c = Tail[7].CFrame start3 = Tail[7].Position-(p2c.lookVector*distance) p3pos = Tail[8].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[8].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[7].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.06)/4 ) + (Tail[8].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.07)/4
- p2c = Tail[8].CFrame start3 = Tail[8].Position-(p2c.lookVector*distance) p3pos = Tail[9].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[9].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[8].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.07)/4 ) + (Tail[9].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.08)/4
- p2c = Tail[9].CFrame start3 = Tail[9].Position-(p2c.lookVector*distance) p3pos = Tail[10].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[10].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[9].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.08)/4 ) + (Tail[10].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.09)/4
- p2c = Tail[10].CFrame start3 = Tail[10].Position-(p2c.lookVector*distance) p3pos = Tail[11].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[11].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[10].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.09)/4 ) + (Tail[11].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.1)/4
- p2c = Tail[11].CFrame start3 = Tail[11].Position-(p2c.lookVector*distance) p3pos = Tail[12].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[12].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[11].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.1)/4 ) + (Tail[12].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.11)/4
- p2c = Tail[12].CFrame start3 = Tail[12].Position-(p2c.lookVector*distance) p3pos = Tail[13].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[13].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[12].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.11)/4 ) + (Tail[13].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.12)/4
- p2c = Tail[13].CFrame start3 = Tail[13].Position-(p2c.lookVector*distance) p3pos = Tail[14].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[14].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[13].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.12)/4 ) + (Tail[14].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.13)/4
- p2c = Tail[14].CFrame start3 = Tail[14].Position-(p2c.lookVector*distance) p3pos = Tail[15].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[15].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[14].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.13)/4 ) + (Tail[15].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.14)/4
- p2c = Tail[15].CFrame start3 = Tail[15].Position-(p2c.lookVector*distance) p3pos = Tail[16].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[16].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[15].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.14)/4 ) + (Tail[16].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.15)/4
- p2c = Tail[16].CFrame start3 = Tail[16].Position-(p2c.lookVector*distance) p3pos = Tail[17].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[17].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[16].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.15)/4 ) + (Tail[17].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.16)/4
- p2c = Tail[17].CFrame start3 = Tail[17].Position-(p2c.lookVector*distance) p3pos = Tail[18].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[18].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[17].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.16)/4 ) + (Tail[18].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.17)/4
- p2c = Tail[18].CFrame start3 = Tail[18].Position-(p2c.lookVector*distance) p3pos = Tail[19].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[19].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[18].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.17)/4 ) + (Tail[19].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.18)/4
- p2c = Tail[19].CFrame start3 = Tail[19].Position-(p2c.lookVector*distance) p3pos = Tail[20].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[20].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[19].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.18)/4 ) + (Tail[20].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.19)/4
- p2c = Tail[20].CFrame start3 = Tail[20].Position-(p2c.lookVector*distance) p3pos = Tail[21].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[21].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[20].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.19)/4 ) + (Tail[21].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.2)/4
- p2c = Tail[21].CFrame start3 = Tail[21].Position-(p2c.lookVector*distance) p3pos = Tail[22].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[22].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[21].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.2)/4 ) + (Tail[22].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.21)/4
- p2c = Tail[22].CFrame start3 = Tail[22].Position-(p2c.lookVector*distance) p3pos = Tail[23].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[23].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[22].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.21)/4 ) + (Tail[23].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.22)/4
- p2c = Tail[23].CFrame start3 = Tail[23].Position-(p2c.lookVector*distance) p3pos = Tail[24].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[24].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[23].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.22)/4 ) + (Tail[24].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.23)/4
- p2c = Tail[24].CFrame start3 = Tail[24].Position-(p2c.lookVector*distance) p3pos = Tail[25].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[25].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[24].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.23)/4 ) + (Tail[25].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.24)/4
- p2c = Tail[25].CFrame start3 = Tail[25].Position-(p2c.lookVector*distance) p3pos = Tail[26].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[26].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[25].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.24)/4 ) + (Tail[26].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.25)/4
- p2c = Tail[26].CFrame start3 = Tail[26].Position-(p2c.lookVector*distance) p3pos = Tail[27].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[27].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[26].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.25)/4 ) + (Tail[27].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.26)/4
- p2c = Tail[27].CFrame start3 = Tail[27].Position-(p2c.lookVector*distance) p3pos = Tail[28].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[28].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[27].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.26)/4 ) + (Tail[28].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.27)/4
- p2c = Tail[28].CFrame start3 = Tail[28].Position-(p2c.lookVector*distance) p3pos = Tail[29].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[29].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[28].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.27)/4 ) + (Tail[29].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.28)/4
- p2c = Tail[29].CFrame start3 = Tail[29].Position-(p2c.lookVector*distance) p3pos = Tail[30].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[30].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[29].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.28)/4 ) + (Tail[30].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.29)/4
- p2c = Tail[30].CFrame start3 = Tail[30].Position-(p2c.lookVector*distance) p3pos = Tail[31].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[31].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[30].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.29)/4 ) + (Tail[31].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.3)/4
- p2c = Tail[31].CFrame start3 = Tail[31].Position-(p2c.lookVector*distance) p3pos = Tail[32].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[32].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[31].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.3)/4 ) + (Tail[32].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.31)/4
- p2c = Tail[32].CFrame start3 = Tail[32].Position-(p2c.lookVector*distance) p3pos = Tail[33].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[33].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[32].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.31)/4 ) + (Tail[33].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.32)/4
- p2c = Tail[33].CFrame start3 = Tail[33].Position-(p2c.lookVector*distance) p3pos = Tail[34].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[34].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[33].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.32)/4 ) + (Tail[34].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.33)/4
- p2c = Tail[34].CFrame start3 = Tail[34].Position-(p2c.lookVector*distance) p3pos = Tail[35].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[35].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[34].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.33)/4 ) + (Tail[35].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.34)/4
- p2c = Tail[35].CFrame start3 = Tail[35].Position-(p2c.lookVector*distance) p3pos = Tail[36].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[36].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[35].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.34)/4 ) + (Tail[36].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.35)/4
- p2c = Tail[36].CFrame start3 = Tail[36].Position-(p2c.lookVector*distance) p3pos = Tail[37].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[37].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[36].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.35)/4 ) + (Tail[37].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.36)/4
- p2c = Tail[37].CFrame start3 = Tail[37].Position-(p2c.lookVector*distance) p3pos = Tail[38].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[38].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[37].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.36)/4 ) + (Tail[38].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.37)/4
- p2c = Tail[38].CFrame start3 = Tail[38].Position-(p2c.lookVector*distance) p3pos = Tail[39].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[39].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[38].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.37)/4 ) + (Tail[39].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.38)/4
- p2c = Tail[39].CFrame start3 = Tail[39].Position-(p2c.lookVector*distance) p3pos = Tail[40].Position start3_p3pos = (start3 - p3pos).unit spreadp3 = start3_p3pos*(distance+gap) Tail[40].CFrame = CFrame.new(start3-spreadp3, start3 - (Tail[39].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.38)/4 ) + (Tail[40].CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6+0.39)/4
- wait()
- game.Workspace[I].Part1.Touched:connect(killerspine)
- game.Workspace[I].Part2.Touched:connect(killerspine)
- game.Workspace[I].Part3.Touched:connect(killerspine)
- game.Workspace[I].Part4.Touched:connect(killerspine)
- game.Workspace[I].Part5.Touched:connect(killerspine)
- game.Workspace[I].Part6.Touched:connect(killerspine)
- game.Workspace[I].Part7.Touched:connect(killerspine)
- game.Workspace[I].Part8.Touched:connect(killerspine)
- game.Workspace[I].Part9.Touched:connect(killerspine)
- game.Workspace[I].Part10.Touched:connect(killerspine)
- game.Workspace[I].Part11.Touched:connect(killerspine)
- game.Workspace[I].Part12.Touched:connect(killerspine)
- game.Workspace[I].Part13.Touched:connect(killerspine)
- game.Workspace[I].Part14.Touched:connect(killerspine)
- game.Workspace[I].Part15.Touched:connect(killerspine)
- game.Workspace[I].Part16.Touched:connect(killerspine)
- game.Workspace[I].Part17.Touched:connect(killerspine)
- game.Workspace[I].Part18.Touched:connect(killerspine)
- game.Workspace[I].Part19.Touched:connect(killerspine)
- game.Workspace[I].Part20.Touched:connect(killerspine)
- game.Workspace[I].Part21.Touched:connect(killerspine)
- game.Workspace[I].Part22.Touched:connect(killerspine)
- game.Workspace[I].Part23.Touched:connect(killerspine)
- game.Workspace[I].Part24.Touched:connect(killerspine)
- game.Workspace[I].Part25.Touched:connect(killerspine)
- game.Workspace[I].Part26.Touched:connect(killerspine)
- game.Workspace[I].Part27.Touched:connect(killerspine)
- game.Workspace[I].Part28.Touched:connect(killerspine)
- game.Workspace[I].Part29.Touched:connect(killerspine)
- game.Workspace[I].Part30.Touched:connect(killerspine)
- game.Workspace[I].Part31.Touched:connect(killerspine)
- game.Workspace[I].Part32.Touched:connect(killerspine)
- game.Workspace[I].Part33.Touched:connect(killerspine)
- game.Workspace[I].Part34.Touched:connect(killerspine)
- game.Workspace[I].Part35.Touched:connect(killerspine)
- game.Workspace[I].Part36.Touched:connect(killerspine)
- game.Workspace[I].Part37.Touched:connect(killerspine)
- game.Workspace[I].Part38.Touched:connect(killerspine)
- game.Workspace[I].Part39.Touched:connect(killerspine)
- game.Workspace[I].Part40.Touched:connect(killerspineall)
- game.Workspace[I].Part40.Mesh.Scale = Vector3.new(2,2,5)
- game.Workspace[I].Part40.BrickColor = BrickColor.new(seccolor)
- ---------------------------------------------------------------phew that was a mess of spinal cords
- end
- end
- debounser = 1
- function killerspine(hit)
- if debounser == 1 then
- h = hit.Parent:FindFirstChild("Humanoid")
- if hit.Parent.Name == I then return true end
- if h ~= nil then
- debounser = 2
- h.Sit = true
- h.Health = h.Health - 10
- wait()
- debounser = 1
- end
- end
- end
- function killerspineall(hit)
- h = hit.Parent:FindFirstChild("Humanoid")
- if hit.Parent.Name == I then return true end
- if h ~= nil then
- h.Health = 0
- end
- end
- function onButton1Up(mouse)
- follow = false
- end
- function onSelected(mouse)
- mouse.Icon = "rbxasset://textures\\GunCursor.png"
- mouse.Button1Down:connect(function() onButton1Down(mouse) end)
- mouse.Button1Up:connect(function() onButton1Up(mouse) end)
- mouse.KeyDown:connect(onKeyDown)
- mouse.KeyDown:connect(firing)
- mouse.KeyDown:connect(darkfire)
- end
- bin.Selected:connect(onSelected)
- game.Workspace.isaacay.Humanoid.MaxHealth = math.huge
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement