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- I = "Yamanohera15523"
- 2.game.Players[I].Character.Head.Transparency = 1
- 3.local p = Instance.new("Part")
- 4.p.Parent = game.Players[I].Character.Torso
- 5.p.Position = Vector3.new(0, 50, 0)
- 6.p.BrickColor = BrickColor.new("Really black")
- 7.p.TopSurface = 0
- 8.p.BottomSurface = 0
- 9.p.Size = Vector3.new(1, 1, 2)
- 10.p.CanCollide = False
- 11.local w = Instance.new("Weld")
- 12.w.Parent = game.Players[I].Character
- 13.w.Part1 = game.Players[I].Character.Head
- 14.w.Part0 = p
- 15.w.C0 = CFrame.new(0,0,1.5) * CFrame.fromEulerAnglesXYZ(0,0,0)
- 16.local A = Instance.new("SpecialMesh")
- 17.A.MeshType = "Brick"
- 18.A.Parent = p
- 19.A.Scale = Vector3.new(1.5, 0.8, 1)
- 20.local p = Instance.new("Part")
- 21.p.Parent = game.Players[I].Character.Torso
- 22.p.Position = Vector3.new(0, 50, 0)
- 23.p.BrickColor = BrickColor.new("Really black")
- 24.p.TopSurface = 0
- 25.p.BottomSurface = 0
- 26.p.Size = Vector3.new(1, 1, 1.5)
- 27.p.CanCollide = False
- 28.local w = Instance.new("Weld")
- 29.w.Parent = game.Players[I].Character
- 30.w.Part1 = game.Players[I].Character.Head
- 31.w.Part0 = p
- 32.w.C0 = CFrame.new(0,-1.1,0) * CFrame.fromEulerAnglesXYZ(math.pi/4, 0,0)
- 33.local A = Instance.new("SpecialMesh")
- 34.A.MeshType = "Brick"
- 35.A.Parent = p
- 36.A.Scale = Vector3.new(1.5, 1, 1)
- 37.local p = Instance.new("Part")
- 38.p.Parent = game.Players[I].Character.Torso
- 39.p.Position = Vector3.new(0, 50, 0)
- 40.p.BrickColor = BrickColor.new("Really black")
- 41.p.TopSurface = 0
- 42.p.BottomSurface = 0
- 43.p.Size = Vector3.new(1, 1, 1.5)
- 44.p.CanCollide = False
- 45.local w = Instance.new("Weld")
- 46.w.Parent = game.Players[I].Character
- 47.w.Part1 = game.Players[I].Character.Head
- 48.w.Part0 = p
- 49.w.C0 = CFrame.new(0.4,-1.4,-1.3) * CFrame.fromEulerAnglesXYZ(math.pi/4, 0,0)
- 50.local A = Instance.new("SpecialMesh")
- 51.A.MeshType = "Brick"
- 52.A.Parent = p
- 53.A.Scale = Vector3.new(0.5, 0.5, 0.5)
- 54.local p = Instance.new("Part")
- 55.p.Parent = game.Players[I].Character.Torso
- 56.p.Position = Vector3.new(0, 50, 0)
- 57.p.BrickColor = BrickColor.new("Really black")
- 58.p.TopSurface = 0
- 59.p.BottomSurface = 0
- 60.p.Size = Vector3.new(1, 1, 1.5)
- 61.p.CanCollide = False
- 62.local w = Instance.new("Weld")
- 63.w.Parent = game.Players[I].Character
- 64.w.Part1 = game.Players[I].Character.Head
- 65.w.Part0 = p
- 66.w.C0 = CFrame.new(-0.4,-1.4,-1.3) * CFrame.fromEulerAnglesXYZ(math.pi/4, 0,0)
- 67.local A = Instance.new("SpecialMesh")
- 68.A.MeshType = "Brick"
- 69.A.Parent = p
- 70.A.Scale = Vector3.new(0.5, 0.5, 0.5)
- 71.local p = Instance.new("Part")
- 72.p.Parent = game.Players[I].Character.Torso
- 73.p.Position = Vector3.new(0, 50, 0)
- 74.p.BrickColor = BrickColor.new("Really black")
- 75.p.TopSurface = 0
- 76.p.BottomSurface = 0
- 77.p.Size = Vector3.new(1, 1, 1.5)
- 78.p.CanCollide = False
- 79.local w = Instance.new("Weld")
- 80.w.Parent = game.Players[I].Character
- 81.w.Part1 = game.Players[I].Character.Head
- 82.w.Part0 = p
- 83.w.C0 = CFrame.new(0,0.2,-0.1) * CFrame.fromEulerAnglesXYZ(math.pi/-3,0,0)
- 84.local A = Instance.new("SpecialMesh")
- 85.A.MeshType = "Brick"
- 86.A.Parent = p
- 87.A.Scale = Vector3.new(1.5, 1.5, 1.5)
- 88.for c = 1, #game.Players[I].Character:GetChildren()do
- 89.char = game.Players[I].Character:GetChildren()
- 90.if char[c]:IsA("Part") then
- 91.char[c].Transparency = 1
- 92.elseif char[c]:IsA("Hat") then
- 93.char[c].Handle:Remove()
- 94.end
- 95.end
- 96.if game.Players[I].Character.Head:FindFirstChild("face") then
- 97.game.Players[I].Character.Head.face:Remove()
- 98.end
- 99.--[[------------------------------------------------------------------------]]
- 100.Player = game.Players[I]
- 101.local h = Instance.new("HopperBin")
- 102.h.Name = "Fly"
- 103.h.Parent = Player.Backpack
- 104.local s = Instance.new("Script")
- 105.s.Parent = h
- 106.s.Name = "Script"
- 107.local bin = s.Parent
- 108.length = 3
- 109.away = 2
- 110.gap = 0
- 111.segs = 40
- 112.distance = length/3
- 113.speed = 1
- 114.Wave = 0
- 115.local Tail = {}
- 116.local part0 = Instance.new("Part")
- 117.part0.BrickColor = BrickColor.new("Really black")
- 118.part0.TopSurface = 0
- 119.part0.BottomSurface = 0
- 120.part0.Locked = true
- 121.part0.FormFactor = "Symmetric"
- 122.part0.Size = Vector3.new(2,2,2)
- 123.part0.Anchored = true
- 124.part0.Shape = 1
- 125.part0.CanCollide = true
- 126.part0.Parent = nil
- 127.part0.Name = "Part0"
- 128.local A = Instance.new("SpecialMesh")
- 129.A.MeshType = "Brick"
- 130.A.Parent = part0
- 131.A.Name = "Mesh"
- 132.A.Scale = Vector3.new(1.1, 1.1, 1.1)
- 133.for p = 1,segs do
- 134.Tail[p] = part0:Clone()
- 135.Tail[p].Parent = nil
- 136.Tail[p].Name = "Part"..p
- 137.Tail[p].CFrame = CFrame.new(math.random(-100, 100), math.random(-100, 100), math.random(-100, 100))
- 138.Tail[p].Mesh.Scale = Vector3.new(1.1 - (p/1000), 1.1 - (p/1000), 1.1 - (p/1000))
- 139.end
- 140.function onButton1Down(mouse)
- 141.local player = game.Players.LocalPlayer
- 142.if player == nil then return end
- 143.me1 = bin.Parent.Parent
- 144.me = bin.Parent.Parent.Character
- 145.for p = 1,segs do
- 146.Tail[p].Parent = me
- 147.end
- 148.main = part0
- 149.part1 = Tail[1]
- 150.follow = true
- 151.while follow do
- 152.Wave = Wave + 0.02
- 153.distance = length/3
- 154.mousehit = mouse.Hit.p
- 155.if (main.Position - mousehit).magnitude >speed then
- 156.main_mousehit = (main.Position - mousehit).unit*speed
- 157.else
- 158.main_mousehit = (main.Position - mousehit).unit*1
- 159.end
- 160.start1 = main.Position-main_mousehit
- 161.main.CFrame = CFrame.new(start1.x, start1.y, start1.z)
- 162.p1pos = part1.Position
- 163.start1_p1pos = (start1 - p1pos).unit
- 164.spreadp1 = start1_p1pos*(distance+away)
- 165.part1.CFrame = CFrame.new(start1-spreadp1, start1)
- 166.me.Torso.CFrame=Tail[1].CFrame*CFrame.new(0,-0.5,-4)*CFrame.fromEulerAnglesXYZ(-math.pi/5,0,0)
- 167.me.Torso.Anchored = true
- 168.Wave = Wave + 0.02
- 169.pc = me.Torso.CFrame
- 170.starti = me.Torso.Position-(pc.lookVector*distance)
- 171.pipos = Tail[1].Position
- 172.starti_pipos = (starti - pipos).unit
- 173.spreadpi = starti_pipos*(distance+gap)
- 174.Tail[1].CFrame = CFrame.new(starti-spreadpi, starti) + (part0.CFrame * CFrame.Angles(math.rad(90),0,0)).lookVector * math.sin(Wave*6)/4
- 175.--[[
- 176.for i = 1,39 do
- 177.wait()
- 178.print("p2c = Tail["..i.."].CFrame\
- 179.start3 = Tail["..i.."].Position-(p2c.lookVector*distance)\
- 180.p3pos = Tail["..(i+1).."].Position\
- 181.start3_p3pos = (start3 - p3pos).unit\
- 182.spreadp3 = start3_p3pos*(distance+gap)\
- 183.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)\
- 184." )
- 185.end
- 186.]]
- 187.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
- 188.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
- 189.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
- 190.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
- 191.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
- 192.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
- 193.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
- 194.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
- 195.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
- 196.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
- 197.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
- 198.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
- 199.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
- 200.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
- 201.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
- 202.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
- 203.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
- 204.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
- 205.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
- 206.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
- 207.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
- 208.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
- 209.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
- 210.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
- 211.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
- 212.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
- 213.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
- 214.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
- 215.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
- 216.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
- 217.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
- 218.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
- 219.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
- 220.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
- 221.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
- 222.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
- 223.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
- 224.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
- 225.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
- 226.wait()
- 227.end
- 228.end
- 229.function onButton1Up(mouse)
- 230.follow = false
- 231.end
- 232.function onSelected(mouse)
- 233.mouse.Icon = "rbxasset://textures\\GunCursor.png"
- 234.mouse.Button1Down:connect(function() onButton1Down(mouse) end)
- 235.mouse.Button1Up:connect(function() onButton1Up(mouse) end)
- 236.mouse.KeyDown:connect(onKeyDown)
- 237.end
- 238.bin.Selected:connect(onSelected)
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