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- plr = game.Players.LocalPlayer
- char = plr.Character
- mouse = plr:GetMouse()
- Color = 'Teal'
- CC = true
- Fade = function(Part)
- pcall(function()
- if Part ~= nil then
- wait(1)
- Part.Parent = workspace
- Part.CanCollide = false
- for i = 1,20 do
- -- Part.Size = Part.Size - Vector3.new(.05,0,.05)
- Part.Transparency = Part.Transparency + .05
- Part.CFrame = Part.CFrame * CFrame.new(0,-.07,0)
- wait()
- end
- Part.Anchored = false
- wait(.5)
- Part:Destroy()
- elseif Part == nil then
- print('No part selected')
- end;end)end--<<I've grown fond of writing my ends like that.
- function PathPart(rot)
- local Path = Instance.new('Part',char.Torso)
- Path.FormFactor = 3
- Path.Size = Vector3.new(3.5,.1,3.5)
- Path.TopSurface = 0
- Path.BottomSurface = 0
- Path.CanCollide = CC
- Path.CFrame = CFrame.new(game.Workspace[plr.Name]:FindFirstChild("Torso").CFrame.p) * CFrame.new(0,-3.1,0) * CFrame.fromEulerAnglesXYZ(0,rot,0)
- Path.Material = 'SmoothPlastic'
- Path.BrickColor = BrickColor.new(Color)
- Path.Anchored = true
- spawn(function()
- Fade(Path)
- end)end
- BodyV = Instance.new('BodyVelocity',char.Torso)
- BodyV.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- mouse.KeyDown:connect(function(key)
- if key:lower() == 'e' then
- BodyV.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- BodyV.velocity = Vector3.new(0,20,0)
- CC = true
- elseif key:lower() == 'q' then
- BodyV.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- BodyV.velocity = Vector3.new(0,-20,0)
- CC = false
- end
- end)
- mouse.KeyUp:connect(function(key)
- if key:lower() == 'q' or 'e' then
- BodyV.maxForce = Vector3.new(0,0,0)
- CC = true
- end
- end)
- rot = 0
- game["Run Service"].RenderStepped:connect(function()
- rot = rot + .03
- PathPart(rot)
- end)
- warn'Q[HOLD]: Go DownWard'
- warn'E[HOLD]: Go UpWard'
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