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- --[[
- Baller script
- made by DDanii#0247 formerly... DaniVB
- hats:
- https://www.roblox.com/catalog/6685365462/Red-Stickman-Head
- https://www.roblox.com/catalog/3499972183/International-Fedora-Colombia
- https://www.roblox.com/catalog/3438342658/International-Fedora-Argentina
- https://www.roblox.com/catalog/3409612660/International-Fedora-USA
- https://www.roblox.com/catalog/3992084515/International-Fedora-Vietnam
- https://www.roblox.com/catalog/4047554959/International-Fedora-Brazil
- thanks to REIM for the idea.
- ]]
- _G.ThrowStrength = 200 --Throw strength
- rejoinkeybind = "-" --Quick rejoin
- resetballkeybind = "r" --Resetting the ball for if you threw it in the void
- sprintkey = "LeftControl" --Sprinting
- --reanimate by MyWorld#4430 discord.gg/pYVHtSJmEY
- game:GetService("Players").LocalPlayer.Character.InternationalFedora.Name = "exp_1"
- game:GetService("Players").LocalPlayer.Character.InternationalFedora.Name = "exp_2"
- game:GetService("Players").LocalPlayer.Character.InternationalFedora.Name = "exp_3"
- game:GetService("Players").LocalPlayer.Character.InternationalFedora.Name = "exp_4"
- game:GetService("Players").LocalPlayer.Character["International Fedora"].Name = "exp_5"
- if game:GetService("Players").LocalPlayer.Character.Humanoid.RigType == Enum.HumanoidRigType.R6 then
- game:GetService("Players").LocalPlayer.Character['exp_1'].Handle.SpecialMesh:destroy()
- game:GetService("Players").LocalPlayer.Character['exp_2'].Handle.SpecialMesh:destroy()
- game:GetService("Players").LocalPlayer.Character['exp_3'].Handle.SpecialMesh:destroy()
- game:GetService("Players").LocalPlayer.Character['exp_4'].Handle.SpecialMesh:destroy()
- game:GetService("Players").LocalPlayer.Character['exp_5'].Handle.SpecialMesh:destroy()
- end
- local Vector3_101 = Vector3.new(1, 0, 1)
- local netless_Y = Vector3.new(0, 25.1, 0)
- local function getNetlessVelocity(realPartVelocity)
- local mag = realPartVelocity.Magnitude
- if (mag > 1) and (mag < 100 xss=removed> 0.25) or (unit.Y < -0.75) then
- return realPartVelocity * (25.1 / realPartVelocity.Y)
- end
- realPartVelocity = unit * 125
- end
- return (realPartVelocity * Vector3_101) + netless_Y
- end
- local simradius = "shp" --simulation radius (net bypass) method
- --"shp" - sethiddenproperty
- --"ssr" - setsimulationradius
- --false - disable
- local healthHide = true --moves your head under map every 3 seconds so players dont see your health bar
- local noclipAllParts = false --set it to true if you want noclip
- local antiragdoll = true --removes hingeConstraints and ballSocketConstraints from your character
- local newanimate = true --disables the animate script and enables after reanimation
- local discharscripts = true --disables all localScripts parented to your character before reanimation
- local R15toR6 = true --tries to convert your character to r6 if its r15
- local hatcollide = false --makes hats cancollide (credit to ShownApe) (works only with reanimate method 0)
- local humState16 = true --enables collisions for limbs before the humanoid dies (using hum:ChangeState)
- local addtools = false --puts all tools from backpack to character and lets you hold them after reanimation
- local hedafterneck = true --disable aligns for head and enable after neck or torso is removed
- local loadtime = game:GetService("Players").RespawnTime + 0.5 --anti respawn delay
- local method = 3 --reanimation method
- --methods:
- --0 - breakJoints (takes [loadtime] seconds to laod)
- --1 - limbs
- --2 - limbs + anti respawn
- --3 - limbs + breakJoints after [loadtime] seconds
- --4 - remove humanoid + breakJoints
- --5 - remove humanoid + limbs
- local alignmode = 4 --AlignPosition mode
- --modes:
- --1 - AlignPosition rigidity enabled true
- --2 - 2 AlignPositions rigidity enabled both true and false
- --3 - AlignPosition rigidity enabled false
- --4 - CFrame (if u dont have the isnetworkowner function it will use alignmode 2)
- local flingpart = "HumanoidRootPart" --name of the part or the hat used for flinging
- --the fling function
- --usage: fling(target, duration, velocity)
- --target can be set to: basePart, CFrame, Vector3, character model or humanoid (flings at mouse.Hit if argument not provided))
- --duration (fling time in seconds) can be set to: a number or a string convertable to the number (0.5s if not provided),
- --velocity (fling part rotation velocity) can be set to a vector3 value (Vector3.new(20000, 20000, 20000) if not provided)
- local lp = game:GetService("Players").LocalPlayer
- local rs = game:GetService("RunService")
- local stepped = rs.Stepped
- local heartbeat = rs.Heartbeat
- local renderstepped = rs.RenderStepped
- local sg = game:GetService("StarterGui")
- local ws = game:GetService("Workspace")
- local cf = CFrame.new
- local v3 = Vector3.new
- local v3_0 = v3(0, 0, 0)
- local inf = math.huge
- local c = lp.Character
- if not (c and c.Parent) then
- return
- end
- c:GetPropertyChangedSignal("Parent"):Connect(function()
- if not (c and c.Parent) then
- c = nil
- end
- end)
- local function gp(parent, name, className)
- if typeof(parent) == "Instance" then
- for i, v in pairs(parent:GetChildren()) do
- if (v.Name == name) and v:IsA(className) then
- return v
- end
- end
- end
- return nil
- end
- if type(getNetlessVelocity) ~= "function" then
- getNetlessVelocity = nil
- end
- local fenv = getfenv()
- local shp = fenv.sethiddenproperty or fenv.set_hidden_property or fenv.set_hidden_prop or fenv.sethiddenprop
- local ssr = fenv.setsimulationradius or fenv.set_simulation_radius or fenv.set_sim_radius or fenv.setsimradius or fenv.set_simulation_rad or fenv.setsimulationrad
- local ino = fenv.isnetworkowner or fenv.is_network_owner or fenv.isnetowner or fenv.is_net_owner
- if (alignmode == 4) and (not ino) then
- alignmode = 2
- end
- local physp = PhysicalProperties.new(0.01, 0, 1, 0, 0)
- local function align(Part0, Part1)
- local att0 = Instance.new("Attachment")
- att0.Orientation = v3_0
- att0.Position = v3_0
- att0.Name = "att0_" .. Part0.Name
- local att1 = Instance.new("Attachment")
- att1.Orientation = v3_0
- att1.Position = v3_0
- att1.Name = "att1_" .. Part1.Name
- if alignmode == 4 then
- local con = nil
- local rot, angles = math.rad(0.05), CFrame.Angles
- con1 = heartbeat:Connect(function()
- if Part0 and Part1 and att1 then
- if ino(Part0) then
- Part0.CFrame = Part1.CFrame * att1.CFrame * angles(0, 0, rot)
- rot = -rot
- end
- else
- con:Disconnect()
- end
- end)
- else
- Part0.CustomPhysicalProperties = physp
- if (alignmode == 1) or (alignmode == 2) then
- local ape = Instance.new("AlignPosition", att0)
- ape.ApplyAtCenterOfMass = false
- ape.MaxForce = inf
- ape.MaxVelocity = inf
- ape.ReactionForceEnabled = false
- ape.Responsiveness = 200
- ape.Attachment1 = att1
- ape.Attachment0 = att0
- ape.Name = "AlignPositionRtrue"
- ape.RigidityEnabled = true
- end
- if (alignmode == 2) or (alignmode == 3) then
- local apd = Instance.new("AlignPosition", att0)
- apd.ApplyAtCenterOfMass = false
- apd.MaxForce = inf
- apd.MaxVelocity = inf
- apd.ReactionForceEnabled = false
- apd.Responsiveness = 200
- apd.Attachment1 = att1
- apd.Attachment0 = att0
- apd.Name = "AlignPositionRfalse"
- apd.RigidityEnabled = false
- end
- local ao = Instance.new("AlignOrientation", att0)
- ao.MaxAngularVelocity = inf
- ao.MaxTorque = inf
- ao.PrimaryAxisOnly = false
- ao.ReactionTorqueEnabled = false
- ao.Responsiveness = 200
- ao.Attachment1 = att1
- ao.Attachment0 = att0
- ao.RigidityEnabled = false
- end
- if getNetlessVelocity then
- local vel = Part0.Velocity
- local con0, con1 = nil, nil
- if alignmode == 4 then
- con0 = stepped:Connect(function(_, delta)
- if not (Part0 and Part1) then return con0:Disconnect() and con1:Disconnect() end
- Part0.RotVelocity = Part1.RotVelocity
- end)
- con1 = heartbeat:Connect(function()
- if not (Part0 and Part1) then return con0:Disconnect() and con1:Disconnect() end
- Part0.Velocity = getNetlessVelocity(Part1.Velocity)
- end)
- else
- con0 = renderstepped:Connect(function()
- if not (Part0 and Part1) then return con0:Disconnect() and con1:Disconnect() end
- Part0.Velocity = vel
- end)
- con1 = heartbeat:Connect(function()
- if not (Part0 and Part1) then return con0:Disconnect() and con1:Disconnect() end
- vel = Part0.Velocity
- Part0.Velocity = getNetlessVelocity(Part1.Velocity)
- end)
- end
- end
- att0:GetPropertyChangedSignal("Parent"):Connect(function()
- Part0 = att0.Parent
- if not Part0:IsA("BasePart") then
- att0 = nil
- Part0 = nil
- end
- end)
- att0.Parent = Part0
- att1:GetPropertyChangedSignal("Parent"):Connect(function()
- Part1 = att1.Parent
- if not Part1:IsA("BasePart") then
- att1 = nil
- Part1 = nil
- end
- end)
- att1.Parent = Part1
- end
- local function respawnrequest()
- local ccfr = ws.CurrentCamera.CFrame
- local c = lp.Character
- lp.Character = nil
- lp.Character = c
- local con = nil
- con = ws.CurrentCamera.Changed:Connect(function(prop)
- if (prop ~= "Parent") and (prop ~= "CFrame") then
- return
- end
- ws.CurrentCamera.CFrame = ccfr
- con:Disconnect()
- end)
- end
- local destroyhum = (method == 4) or (method == 5)
- local breakjoints = (method == 0) or (method == 4)
- local antirespawn = (method == 0) or (method == 2) or (method == 3)
- hatcollide = hatcollide and (method == 0)
- addtools = addtools and gp(lp, "Backpack", "Backpack")
- if shp and (simradius == "shp") then
- spawn(function()
- while c and heartbeat:Wait() do
- shp(lp, "SimulationRadius", inf)
- end
- end)
- elseif ssr and (simradius == "ssr") then
- spawn(function()
- while c and heartbeat:Wait() do
- ssr(inf)
- end
- end)
- end
- antiragdoll = antiragdoll and function(v)
- if v:IsA("HingeConstraint") or v:IsA("BallSocketConstraint") then
- v.Parent = nil
- end
- end
- if antiragdoll then
- for i, v in pairs(c:GetDescendants()) do
- antiragdoll(v)
- end
- c.DescendantAdded:Connect(antiragdoll)
- end
- if antirespawn then
- respawnrequest()
- end
- if method == 0 then
- wait(loadtime)
- if not c then
- return
- end
- end
- if discharscripts then
- for i, v in pairs(c:GetChildren()) do
- if v:IsA("LocalScript") then
- v.Disabled = true
- end
- end
- elseif newanimate then
- local animate = gp(c, "Animate", "LocalScript")
- if animate and (not animate.Disabled) then
- animate.Disabled = true
- else
- newanimate = false
- end
- end
- if addtools then
- for i, v in pairs(addtools:GetChildren()) do
- if v:IsA("Tool") then
- v.Parent = c
- end
- end
- end
- pcall(function()
- settings().Physics.AllowSleep = false
- settings().Physics.PhysicsEnvironmentalThrottle = Enum.EnviromentalPhysicsThrottle.Disabled
- end)
- local OLDscripts = {}
- for i, v in pairs(c:GetDescendants()) do
- if v.ClassName == "Script" then
- table.insert(OLDscripts, v)
- end
- end
- local scriptNames = {}
- for i, v in pairs(c:GetDescendants()) do
- if v:IsA("BasePart") then
- local newName = tostring(i)
- local exists = true
- while exists do
- exists = false
- for i, v in pairs(OLDscripts) do
- if v.Name == newName then
- exists = true
- end
- end
- if exists then
- newName = newName .. "_"
- end
- end
- table.insert(scriptNames, newName)
- Instance.new("Script", v).Name = newName
- end
- end
- c.Archivable = true
- local hum = c:FindFirstChildOfClass("Humanoid")
- if hum then
- for i, v in pairs(hum:GetPlayingAnimationTracks()) do
- v:Stop()
- end
- end
- local cl = c:Clone()
- if hum and humState16 then
- hum:ChangeState(Enum.HumanoidStateType.Physics)
- if destroyhum then
- wait(1.6)
- end
- end
- if hum and hum.Parent and destroyhum then
- hum:Destroy()
- end
- if not c then
- return
- end
- local head = gp(c, "Head", "BasePart")
- local torso = gp(c, "Torso", "BasePart") or gp(c, "UpperTorso", "BasePart")
- local root = gp(c, "HumanoidRootPart", "BasePart")
- if hatcollide and c:FindFirstChildOfClass("Accessory") then
- local anything = c:FindFirstChildOfClass("BodyColors") or gp(c, "Health", "Script")
- if not (torso and root and anything) then
- return
- end
- torso:Destroy()
- root:Destroy()
- anything:Destroy()
- end
- local model = Instance.new("Model", c)
- model:GetPropertyChangedSignal("Parent"):Connect(function()
- if not (model and model.Parent) then
- model = nil
- end
- end)
- for i, v in pairs(c:GetChildren()) do
- if v ~= model then
- if addtools and v:IsA("Tool") then
- for i1, v1 in pairs(v:GetDescendants()) do
- if v1 and v1.Parent and v1:IsA("BasePart") then
- local bv = Instance.new("BodyVelocity", v1)
- bv.Velocity = v3_0
- bv.MaxForce = v3(1000, 1000, 1000)
- bv.P = 1250
- bv.Name = "bv_" .. v.Name
- end
- end
- end
- v.Parent = model
- end
- end
- if breakjoints then
- model:BreakJoints()
- else
- if head and torso then
- for i, v in pairs(model:GetDescendants()) do
- if v:IsA("JointInstance") then
- local save = false
- if (v.Part0 == torso) and (v.Part1 == head) then
- save = true
- end
- if (v.Part0 == head) and (v.Part1 == torso) then
- save = true
- end
- if save then
- if hedafterneck then
- hedafterneck = v
- end
- else
- v:Destroy()
- end
- end
- end
- end
- if method == 3 then
- task.delay(loadtime, pcall, model.BreakJoints, model)
- end
- end
- for i, v in pairs(cl:GetChildren()) do
- v.Parent = c
- end
- cl:Destroy()
- local uncollide, noclipcon = nil, nil
- if noclipAllParts then
- uncollide = function()
- if c then
- for i, v in pairs(c:GetDescendants()) do
- if v:IsA("BasePart") then
- v.CanCollide = false
- end
- end
- else
- noclipcon:Disconnect()
- end
- end
- else
- uncollide = function()
- if model then
- for i, v in pairs(model:GetDescendants()) do
- if v:IsA("BasePart") then
- v.CanCollide = false
- end
- end
- else
- noclipcon:Disconnect()
- end
- end
- end
- noclipcon = stepped:Connect(uncollide)
- uncollide()
- for i, scr in pairs(model:GetDescendants()) do
- if (scr.ClassName == "Script") and table.find(scriptNames, scr.Name) then
- local Part0 = scr.Parent
- if Part0:IsA("BasePart") then
- for i1, scr1 in pairs(c:GetDescendants()) do
- if (scr1.ClassName == "Script") and (scr1.Name == scr.Name) and (not scr1:IsDescendantOf(model)) then
- local Part1 = scr1.Parent
- if (Part1.ClassName == Part0.ClassName) and (Part1.Name == Part0.Name) then
- align(Part0, Part1)
- scr:Destroy()
- scr1:Destroy()
- break
- end
- end
- end
- end
- end
- end
- for i, v in pairs(c:GetDescendants()) do
- if v and v.Parent and (not v:IsDescendantOf(model)) then
- if v:IsA("Decal") then
- v.Transparency = 1
- elseif v:IsA("BasePart") then
- v.Transparency = 1
- v.Anchored = false
- elseif v:IsA("ForceField") then
- v.Visible = false
- elseif v:IsA("Sound") then
- v.Playing = false
- elseif v:IsA("BillboardGui") or v:IsA("SurfaceGui") or v:IsA("ParticleEmitter") or v:IsA("Fire") or v:IsA("Smoke") or v:IsA("Sparkles") then
- v.Enabled = false
- end
- end
- end
- if newanimate then
- local animate = gp(c, "Animate", "LocalScript")
- if animate then
- animate.Disabled = false
- end
- end
- if addtools then
- for i, v in pairs(c:GetChildren()) do
- if v:IsA("Tool") then
- v.Parent = addtools
- end
- end
- end
- local hum0, hum1 = model:FindFirstChildOfClass("Humanoid"), c:FindFirstChildOfClass("Humanoid")
- if hum0 then
- hum0:GetPropertyChangedSignal("Parent"):Connect(function()
- if not (hum0 and hum0.Parent) then
- hum0 = nil
- end
- end)
- end
- if hum1 then
- hum1:GetPropertyChangedSignal("Parent"):Connect(function()
- if not (hum1 and hum1.Parent) then
- hum1 = nil
- end
- end)
- ws.CurrentCamera.CameraSubject = hum1
- local camSubCon = nil
- local function camSubFunc()
- camSubCon:Disconnect()
- if c and hum1 then
- ws.CurrentCamera.CameraSubject = hum1
- end
- end
- camSubCon = renderstepped:Connect(camSubFunc)
- if hum0 then
- hum0:GetPropertyChangedSignal("Jump"):Connect(function()
- if hum1 then
- hum1.Jump = hum0.Jump
- end
- end)
- else
- respawnrequest()
- end
- end
- local rb = Instance.new("BindableEvent", c)
- rb.Event:Connect(function()
- rb:Destroy()
- sg:SetCore("ResetButtonCallback", true)
- if destroyhum then
- if c then c:BreakJoints() end
- return
- end
- if model and hum0 and (hum0.Health > 0) then
- model:BreakJoints()
- hum0.Health = 0
- end
- if antirespawn then
- respawnrequest()
- end
- end)
- sg:SetCore("ResetButtonCallback", rb)
- spawn(function()
- while wait() and c do
- if hum0 and hum1 then
- hum1.Jump = hum0.Jump
- end
- end
- sg:SetCore("ResetButtonCallback", true)
- end)
- R15toR6 = R15toR6 and hum1 and (hum1.RigType == Enum.HumanoidRigType.R15)
- if R15toR6 then
- local part = gp(c, "HumanoidRootPart", "BasePart") or gp(c, "UpperTorso", "BasePart") or gp(c, "LowerTorso", "BasePart") or gp(c, "Head", "BasePart") or c:FindFirstChildWhichIsA("BasePart")
- if part then
- local cfr = part.CFrame
- local R6parts = {
- head = {
- Name = "Head",
- Size = v3(2, 1, 1),
- R15 = {
- Head = 0
- }
- },
- torso = {
- Name = "Torso",
- Size = v3(2, 2, 1),
- R15 = {
- UpperTorso = 0.2,
- LowerTorso = -0.8
- }
- },
- root = {
- Name = "HumanoidRootPart",
- Size = v3(2, 2, 1),
- R15 = {
- HumanoidRootPart = 0
- }
- },
- leftArm = {
- Name = "Left Arm",
- Size = v3(1, 2, 1),
- R15 = {
- LeftHand = -0.849,
- LeftLowerArm = -0.174,
- LeftUpperArm = 0.415
- }
- },
- rightArm = {
- Name = "Right Arm",
- Size = v3(1, 2, 1),
- R15 = {
- RightHand = -0.849,
- RightLowerArm = -0.174,
- RightUpperArm = 0.415
- }
- },
- leftLeg = {
- Name = "Left Leg",
- Size = v3(1, 2, 1),
- R15 = {
- LeftFoot = -0.85,
- LeftLowerLeg = -0.29,
- LeftUpperLeg = 0.49
- }
- },
- rightLeg = {
- Name = "Right Leg",
- Size = v3(1, 2, 1),
- R15 = {
- RightFoot = -0.85,
- RightLowerLeg = -0.29,
- RightUpperLeg = 0.49
- }
- }
- }
- for i, v in pairs(c:GetChildren()) do
- if v:IsA("BasePart") then
- for i1, v1 in pairs(v:GetChildren()) do
- if v1:IsA("Motor6D") then
- v1.Part0 = nil
- end
- end
- end
- end
- part.Archivable = true
- for i, v in pairs(R6parts) do
- local part = part:Clone()
- part:ClearAllChildren()
- part.Name = v.Name
- part.Size = v.Size
- part.CFrame = cfr
- part.Anchored = false
- part.Transparency = 1
- part.CanCollide = false
- for i1, v1 in pairs(v.R15) do
- local R15part = gp(c, i1, "BasePart")
- local att = gp(R15part, "att1_" .. i1, "Attachment")
- if R15part then
- local weld = Instance.new("Weld", R15part)
- weld.Name = "Weld_" .. i1
- weld.Part0 = part
- weld.Part1 = R15part
- weld.C0 = cf(0, v1, 0)
- weld.C1 = cf(0, 0, 0)
- R15part.Massless = true
- R15part.Name = "R15_" .. i1
- R15part.Parent = part
- if att then
- att.Parent = part
- att.Position = v3(0, v1, 0)
- end
- end
- end
- part.Parent = c
- R6parts[i] = part
- end
- local R6joints = {
- neck = {
- Parent = R6parts.torso,
- Name = "Neck",
- Part0 = R6parts.torso,
- Part1 = R6parts.head,
- C0 = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0),
- C1 = cf(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)
- },
- rootJoint = {
- Parent = R6parts.root,
- Name = "RootJoint" ,
- Part0 = R6parts.root,
- Part1 = R6parts.torso,
- C0 = cf(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0),
- C1 = cf(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)
- },
- rightShoulder = {
- Parent = R6parts.torso,
- Name = "Right Shoulder",
- Part0 = R6parts.torso,
- Part1 = R6parts.rightArm,
- C0 = cf(1, 0.5, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0),
- C1 = cf(-0.5, 0.5, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)
- },
- leftShoulder = {
- Parent = R6parts.torso,
- Name = "Left Shoulder",
- Part0 = R6parts.torso,
- Part1 = R6parts.leftArm,
- C0 = cf(-1, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0),
- C1 = cf(0.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- },
- rightHip = {
- Parent = R6parts.torso,
- Name = "Right Hip",
- Part0 = R6parts.torso,
- Part1 = R6parts.rightLeg,
- C0 = cf(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0),
- C1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)
- },
- leftHip = {
- Parent = R6parts.torso,
- Name = "Left Hip" ,
- Part0 = R6parts.torso,
- Part1 = R6parts.leftLeg,
- C0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0),
- C1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- }
- }
- for i, v in pairs(R6joints) do
- local joint = Instance.new("Motor6D")
- for prop, val in pairs(v) do
- joint[prop] = val
- end
- R6joints[i] = joint
- end
- if hum1 then
- hum1.RigType = Enum.HumanoidRigType.R6
- hum1.HipHeight = 0
- end
- end
- end
- local torso1 = torso
- torso = gp(c, "Torso", "BasePart") or ((not R15toR6) and gp(c, torso.Name, "BasePart"))
- if (typeof(hedafterneck) == "Instance") and head and torso and torso1 then
- local conNeck = nil
- local conTorso = nil
- local contorso1 = nil
- local aligns = {}
- local function enableAligns()
- conNeck:Disconnect()
- conTorso:Disconnect()
- conTorso1:Disconnect()
- for i, v in pairs(aligns) do
- v.Enabled = true
- end
- end
- conNeck = hedafterneck.Changed:Connect(function(prop)
- if table.find({"Part0", "Part1", "Parent"}, prop) then
- enableAligns()
- end
- end)
- conTorso = torso:GetPropertyChangedSignal("Parent"):Connect(enableAligns)
- conTorso1 = torso1:GetPropertyChangedSignal("Parent"):Connect(enableAligns)
- for i, v in pairs(head:GetDescendants()) do
- if v:IsA("AlignPosition") or v:IsA("AlignOrientation") then
- i = tostring(i)
- aligns[i] = v
- v:GetPropertyChangedSignal("Parent"):Connect(function()
- aligns[i] = nil
- end)
- v.Enabled = false
- end
- end
- end
- local flingpart0 = gp(model, flingpart, "BasePart") or gp(gp(model, flingpart, "Accessory"), "Handle", "BasePart")
- local flingpart1 = gp(c, flingpart, "BasePart") or gp(gp(c, flingpart, "Accessory"), "Handle", "BasePart")
- local fling = function() end
- if flingpart0 and flingpart1 then
- flingpart0:GetPropertyChangedSignal("Parent"):Connect(function()
- if not (flingpart0 and flingpart0.Parent) then
- flingpart0 = nil
- fling = function() end
- end
- end)
- flingpart0.Archivable = true
- flingpart1:GetPropertyChangedSignal("Parent"):Connect(function()
- if not (flingpart1 and flingpart1.Parent) then
- flingpart1 = nil
- fling = function() end
- end
- end)
- local att0 = gp(flingpart0, "att0_" .. flingpart0.Name, "Attachment")
- local att1 = gp(flingpart1, "att1_" .. flingpart1.Name, "Attachment")
- if att0 and att1 then
- att0:GetPropertyChangedSignal("Parent"):Connect(function()
- if not (att0 and att0.Parent) then
- att0 = nil
- fling = function() end
- end
- end)
- att1:GetPropertyChangedSignal("Parent"):Connect(function()
- if not (att1 and att1.Parent) then
- att1 = nil
- fling = function() end
- end
- end)
- local lastfling = nil
- local mouse = lp:GetMouse()
- fling = function(target, duration, rotVelocity)
- if typeof(target) == "Instance" then
- if target:IsA("BasePart") then
- target = target.Position
- elseif target:IsA("Model") then
- target = gp(target, "HumanoidRootPart", "BasePart") or gp(target, "Torso", "BasePart") or gp(target, "UpperTorso", "BasePart") or target:FindFirstChildWhichIsA("BasePart")
- if target then
- target = target.Position
- else
- return
- end
- elseif target:IsA("Humanoid") then
- target = target.Parent
- if not (target and target:IsA("Model")) then
- return
- end
- target = gp(target, "HumanoidRootPart", "BasePart") or gp(target, "Torso", "BasePart") or gp(target, "UpperTorso", "BasePart") or target:FindFirstChildWhichIsA("BasePart")
- if target then
- target = target.Position
- else
- return
- end
- else
- return
- end
- elseif typeof(target) == "CFrame" then
- target = target.Position
- elseif typeof(target) ~= "Vector3" then
- target = mouse.Hit
- if target then
- target = target.Position
- else
- return
- end
- end
- if target.Y < ws xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed flingpart.Name = "flingpart_" xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed> 0.5 then
- flingpart0.Transparency = 0.5
- end
- att1.Parent = flingpart
- local con = nil
- local rotchg = v3(0, rotVelocity.Unit.Y * -1000, 0)
- con = heartbeat:Connect(function(delta)
- if target and (lastfling == target) and flingpart and flingpart0 and flingpart1 and att0 and att1 then
- flingpart.Orientation += rotchg * delta
- flingpart0.RotVelocity = rotVelocity
- else
- con:Disconnect()
- end
- end)
- if alignmode ~= 4 then
- local con = nil
- con = renderstepped:Connect(function()
- if flingpart0 and target then
- flingpart0.RotVelocity = v3_0
- else
- con:Disconnect()
- end
- end)
- end
- wait(duration)
- if lastfling ~= target then
- if flingpart then
- if att1 and (att1.Parent == flingpart) then
- att1.Parent = flingpart1
- end
- flingpart:Destroy()
- end
- return
- end
- target = nil
- if not (flingpart and flingpart0 and flingpart1 and att0 and att1) then
- return
- end
- flingpart0.RotVelocity = v3_0
- att1.Parent = flingpart1
- if flingpart then
- flingpart:Destroy()
- end
- end
- end
- end
- --start script--
- tweenservice = game:GetService("TweenService")
- p = game.Players.LocalPlayer
- ch = p.Character
- hum = ch:FindFirstChildOfClass("Humanoid")
- root = ch.HumanoidRootPart
- Root = ch.HumanoidRootPart
- sine = 0
- change = 1
- head = ch.Head
- leftarm = ch['Left Arm']
- rightarm = ch['Right Arm']
- leftleg = ch['Left Leg']
- rightleg = ch['Right Leg']
- tor = ch['Torso']
- bwait = false
- attack = false
- -- Welds
- neck = Instance.new("Weld",ch.Torso)
- neck.Part0 = ch.Torso
- neck.Part1 = ch.Head
- neck.C0 = CFrame.new(0,1,0)
- neck.C1 = CFrame.new(0,-0.5,0)
- torso = Instance.new("Weld",root)
- torso.Part0 = root
- torso.Part1 = ch.Torso
- rs = Instance.new("Weld",ch.Torso)
- rs.Part0 = ch.Torso
- rs.Part1 = ch["Right Arm"]
- rs.C0 = CFrame.new(1.5,0.5,0)
- rs.C1 = CFrame.new(0,0.5,0)
- ls = Instance.new("Weld",ch.Torso)
- ls.Part0 = ch.Torso
- ls.Part1 = ch["Left Arm"]
- ls.C0 = CFrame.new(-1.5,0.5,0)
- ls.C1 = CFrame.new(0,0.5,0)
- rh = Instance.new("Weld",ch.Torso)
- rh.Part0 = ch.Torso
- rh.Part1 = ch["Right Leg"]
- rh.C0 = CFrame.new(0.5,-1,0)
- rh.C1 = CFrame.new(0,1,0)
- lh = Instance.new("Weld",ch.Torso)
- lh.Part0 = ch.Torso
- lh.Part1 = ch["Left Leg"]
- lh.C0 = CFrame.new(-0.5,-1,0)
- lh.C1 = CFrame.new(0,1,0)
- local plr = game.Players.LocalPlayer
- local chr = plr.Character
- local redball = chr["RedStickman"].Handle
- redball:BreakJoints()
- local Weld = Instance.new("Weld", game.Players.LocalPlayer.Character)
- Weld.Part1 = redball
- Weld.Part0 = game:GetService("Players").LocalPlayer.Character["Right Arm"]
- Weld.C0 = CFrame.new(0,-1,0)*CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))
- local exphat = chr["exp_1"].Handle
- exphat:BreakJoints()
- local Weld = Instance.new("Weld", game.Players.LocalPlayer.Character)
- Weld.Part1 = exphat
- Weld.Part0 = game:GetService("Players").LocalPlayer.Character.Torso
- Weld.C0 = CFrame.new(0,0,0.02)*CFrame.Angles(math.rad(90),math.rad(0),math.rad(0))
- local exphat = chr["exp_2"].Handle
- exphat:BreakJoints()
- local Weld = Instance.new("Weld", game.Players.LocalPlayer.Character)
- Weld.Part1 = exphat
- Weld.Part0 = game:GetService("Players").LocalPlayer.Character.Torso
- Weld.C0 = CFrame.new(0,0,0.02)*CFrame.Angles(math.rad(90),math.rad(0),math.rad(0))
- local exphat = chr["exp_3"].Handle
- exphat:BreakJoints()
- local Weld = Instance.new("Weld", game.Players.LocalPlayer.Character)
- Weld.Part1 = exphat
- Weld.Part0 = game:GetService("Players").LocalPlayer.Character.Torso
- Weld.C0 = CFrame.new(0,0,0.02)*CFrame.Angles(math.rad(90),math.rad(0),math.rad(0))
- local exphat = chr["exp_4"].Handle
- exphat:BreakJoints()
- local Weld = Instance.new("Weld", game.Players.LocalPlayer.Character)
- Weld.Part1 = exphat
- Weld.Part0 = game:GetService("Players").LocalPlayer.Character.Torso
- Weld.C0 = CFrame.new(0,0,0.02)*CFrame.Angles(math.rad(90),math.rad(0),math.rad(0))
- local exphat = chr["exp_5"].Handle
- exphat:BreakJoints()
- local Weld = Instance.new("Weld", game.Players.LocalPlayer.Character)
- Weld.Part1 = exphat
- Weld.Part0 = game:GetService("Players").LocalPlayer.Character.Torso
- Weld.C0 = CFrame.new(0,0,0.02)*CFrame.Angles(math.rad(90),math.rad(0),math.rad(0))
- function tweenobject(object,stuff,edirection,estyle,speed,waitthing)
- local speedthing = 1
- local tween = tweenservice:Create(object,TweenInfo.new(speed/speedthing,estyle,edirection,0,false,0),stuff)
- tween:Play()
- if waitthing == true then
- tween.Completed:Wait()
- tween:Destroy()
- end
- end
- ch.Humanoid.WalkSpeed = 16
- holdingshift = false
- local UIS = game:GetService("UserInputService")
- UIS.InputBegan:Connect(function(Input, GameProcessedEvent)
- if Input.KeyCode == Enum.KeyCode[sprintkey] then
- if anim ~= 'idle' then
- holdingshift = true
- ch.Humanoid.WalkSpeed = 60
- end
- end
- end)
- UIS.InputEnded:Connect(function(Input, GameProcessedEvent)
- if Input.KeyCode == Enum.KeyCode[sprintkey] then
- game.Players.LocalPlayer.Character.Humanoid.WalkSpeed = NormalSpeed
- holdingshift = false
- ch.Humanoid.WalkSpeed = 16
- end
- end)
- mouse = game.Players.LocalPlayer:GetMouse()
- mouse.KeyDown:connect(function(key)
- if key == rejoinkeybind then
- local ts = game:GetService("TeleportService")
- local p = game:GetService("Players").LocalPlayer
- ts:Teleport(game.PlaceId, p)
- elseif key == resetballkeybind then
- if throwcheck == true then
- redball:BreakJoints()
- local Weld = Instance.new("Weld", game.Players.LocalPlayer.Character)
- Weld.Part1 = redball
- Weld.Part0 = game:GetService("Players").LocalPlayer.Character["Right Arm"]
- Weld.C0 = CFrame.new(0,-1,0)*CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))
- local exphat = chr["exp_1"].Handle
- exphat:BreakJoints()
- local Weld = Instance.new("Weld", game.Players.LocalPlayer.Character)
- Weld.Part1 = exphat
- Weld.Part0 = game:GetService("Players").LocalPlayer.Character.Torso
- Weld.C0 = CFrame.new(0,0,0.02)*CFrame.Angles(math.rad(90),math.rad(0),math.rad(0))
- local exphat = chr["exp_2"].Handle
- exphat:BreakJoints()
- local Weld = Instance.new("Weld", game.Players.LocalPlayer.Character)
- Weld.Part1 = exphat
- Weld.Part0 = game:GetService("Players").LocalPlayer.Character.Torso
- Weld.C0 = CFrame.new(0,0,0.02)*CFrame.Angles(math.rad(90),math.rad(0),math.rad(0))
- local exphat = chr["exp_3"].Handle
- exphat:BreakJoints()
- local Weld = Instance.new("Weld", game.Players.LocalPlayer.Character)
- Weld.Part1 = exphat
- Weld.Part0 = game:GetService("Players").LocalPlayer.Character.Torso
- Weld.C0 = CFrame.new(0,0,0.02)*CFrame.Angles(math.rad(90),math.rad(0),math.rad(0))
- local exphat = chr["exp_4"].Handle
- exphat:BreakJoints()
- local Weld = Instance.new("Weld", game.Players.LocalPlayer.Character)
- Weld.Part1 = exphat
- Weld.Part0 = game:GetService("Players").LocalPlayer.Character.Torso
- Weld.C0 = CFrame.new(0,0,0.02)*CFrame.Angles(math.rad(90),math.rad(0),math.rad(0))
- local exphat = chr["exp_5"].Handle
- exphat:BreakJoints()
- local Weld = Instance.new("Weld", game.Players.LocalPlayer.Character)
- Weld.Part1 = exphat
- Weld.Part0 = game:GetService("Players").LocalPlayer.Character.Torso
- Weld.C0 = CFrame.new(0,0,0.02)*CFrame.Angles(math.rad(90),math.rad(0),math.rad(0))
- game:GetService("Players").LocalPlayer.Character:FindFirstChild('BALL'):destroy()
- if game:GetService("Players").LocalPlayer.Character:FindFirstChild('explosion1') then
- game:GetService("Players").LocalPlayer.Character:FindFirstChild('explosion1'):destroy()
- game:GetService("Players").LocalPlayer.Character:FindFirstChild('explosion2'):destroy()
- game:GetService("Players").LocalPlayer.Character:FindFirstChild('explosion3'):destroy()
- game:GetService("Players").LocalPlayer.Character:FindFirstChild('explosion4'):destroy()
- game:GetService("Players").LocalPlayer.Character:FindFirstChild('explosion5'):destroy()
- end
- throwcheck = false
- STOPPP = false
- wait(1)
- attack = false
- end
- end
- end)
- mouse.Button1Down:connect(function()
- if bwait == false and attack == false then
- attack = true
- holding = true
- bwait = true
- throwcheck = true
- for i = 0,2,0.1 do
- if anim == "idle" then
- tweenobject(neck,{C0 = CFrame.new(0,1,0)*CFrame.Angles(math.rad(-3),math.rad(50),math.rad(7))},Enum.EasingDirection.Out,Enum.EasingStyle.Quart,0.5,false)
- else
- tweenobject(neck,{C0 = CFrame.new(0,1,0)*CFrame.Angles(math.rad(-3),math.rad(0),math.rad(7))},Enum.EasingDirection.Out,Enum.EasingStyle.Quart,0.5,false)
- end
- tweenobject(rs,{C0 = CFrame.new(1.5,0.8,0)*CFrame.Angles(math.rad(185),math.rad(0),math.rad(40))},Enum.EasingDirection.Out,Enum.EasingStyle.Quart,0.5,false)
- tweenobject(ls,{C0 = CFrame.new(-1.3,0.5,-0.2)*CFrame.Angles(math.rad(0),math.rad(-45),math.rad(-55))},Enum.EasingDirection.Out,Enum.EasingStyle.Quart,0.5,false)
- end
- wait(0.5)
- for i = 0,2,0.1 do
- tweenobject(torso,{C0 = CFrame.new(0,0,0)*CFrame.Angles(math.rad(0),math.rad(30),math.rad(0))},Enum.EasingDirection.Out,Enum.EasingStyle.Quart,0.3,false)
- tweenobject(neck,{C0 = CFrame.new(0,1,0)*CFrame.Angles(math.rad(-3),math.rad(-30),math.rad(7))},Enum.EasingDirection.Out,Enum.EasingStyle.Quart,0.3,false)
- tweenobject(rs,{C0 = CFrame.new(1.5,0.5,-0.5)*CFrame.Angles(math.rad(80),math.rad(0),math.rad(20))},Enum.EasingDirection.Out,Enum.EasingStyle.Quart,0.3,false)
- tweenobject(ls,{C0 = CFrame.new(-1.3,0.5,-0.2)*CFrame.Angles(math.rad(0),math.rad(-25),math.rad(-55))},Enum.EasingDirection.Out,Enum.EasingStyle.Quart,0.3,false)
- end
- throwball()
- wait(0.5)
- bwait = false
- end
- end)
- mouse.Button1Up:connect(function()
- holding = false
- end)
- function throwball()
- e = 0
- expcount2 = 0
- expcount = 0
- STOPPP = false
- local player = game:GetService("Players").LocalPlayer
- local character = player.Character
- local mouse = player:GetMouse()
- local ballpart = Instance.new("Part")
- ballpart.Size = Vector3.new(1,1,1)
- ballpart.CFrame = character['Right Arm'].CFrame * CFrame.new(0,-3,0)
- ballpart.Parent = game.Players.LocalPlayer.Character
- ballpart.Name = 'BALL'
- ballpart.Shape = "Ball"
- ballpart.Transparency = 1
- local direction = mouse.Hit.LookVector
- local forceMultipliter = _G.ThrowStrength * ballpart:GetMass()
- ballpart:ApplyImpulse(direction * forceMultipliter)
- redball:BreakJoints()
- local Weld = Instance.new("Weld", game.Players.LocalPlayer.Character)
- Weld.Part1 = redball
- Weld.Part0 = ballpart
- Weld.C0 = CFrame.new(0,0,0)*CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))
- --wait(0.05)
- ballpart.Touched:connect(function(hit)
- if hit:IsA("Part") and hit.Name ~= "Handle" and hit.Name ~= ch.HumanoidRootPart.Name then
- if STOPPP == false then
- throwing = true
- STOPPP = true
- print(hit)
- explode()
- e = e + 1
- end
- end
- end)
- end
- function explode()
- for i = 1,5 do
- expcount = expcount + 1
- local explosionpart = Instance.new("Part")
- explosionpart.Size = Vector3.new(1,1,1)
- explosionpart.CFrame = game:GetService("Players").LocalPlayer.Character:FindFirstChild('BALL').CFrame * CFrame.new(0,0,0)
- explosionpart.Parent = game.Players.LocalPlayer.Character
- explosionpart.Name = 'explosion' .. expcount
- explosionpart.Shape = "Block"
- explosionpart.Transparency = 1
- local direction = Vector3.new(math.rad(math.random(-30,30)),math.rad(math.random(0,180)),math.rad(math.random(-30,30)))
- local forceMultipliter = math.random(40,60) * explosionpart:GetMass()
- explosionpart:ApplyImpulse(direction * forceMultipliter)
- local exphat = chr["exp_"..expcount].Handle
- exphat:BreakJoints()
- local Weld = Instance.new("Weld", game.Players.LocalPlayer.Character)
- Weld.Part1 = exphat
- Weld.Part0 = game:GetService("Players").LocalPlayer.Character['explosion'..expcount]
- Weld.C0 = CFrame.new(0,0,0.02)*CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))
- end
- wait(1.5)
- redball:BreakJoints()
- local Weld = Instance.new("Weld", game.Players.LocalPlayer.Character)
- Weld.Part1 = redball
- Weld.Part0 = game:GetService("Players").LocalPlayer.Character["Right Arm"]
- Weld.C0 = CFrame.new(0,-1,0)*CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))
- throwcheck = false
- throwing = false
- game:GetService("Players").LocalPlayer.Character:FindFirstChild('BALL'):destroy()
- exploding = true
- repeat
- expcount2 = expcount2 + 1
- for i,v in pairs(game.Players.LocalPlayer.Character:GetDescendants()) do
- if v.Name == "explosion" ..expcount2 then
- v.CanCollide = false
- wait(0.2)
- local exphat = chr["exp_".. expcount2].Handle
- exphat:BreakJoints()
- local Weld = Instance.new("Weld", game.Players.LocalPlayer.Character)
- Weld.Part1 = exphat
- Weld.Part0 = game:GetService("Players").LocalPlayer.Character.Torso
- Weld.C0 = CFrame.new(0,0,0.02)*CFrame.Angles(math.rad(90),math.rad(0),math.rad(0))
- v:destroy()
- end
- end
- until expcount2 > 4
- repeat wait() until not ch:FindFirstChild('explosion1')
- wait(1)
- STOPPP = false
- exploding = false
- attack = false
- end
- --[[
- --storage
- ]]
- local Brick = game:GetService("Players").LocalPlayer.Character.Model.HumanoidRootPart
- local speed = 1
- Brick.Material = "Glass"
- Brick.Transparency = 0.7
- heartbeat:connect(function()
- for i = 0,1,0.001*speed do
- Brick.Color = Color3.fromHSV(i,1,1) --creates a color using i
- task.wait()
- end
- end)
- local numbers = {-4,-3,-2,2,3,4}
- heartbeat:connect(function()
- rockps = ch.RedStickman.Handle.Position
- if throwcheck == true then
- fling(Vector3.new(rockps.X+numbers[math.random(#numbers)],rockps.Y+numbers[math.random(#numbers)],rockps.Z+numbers[math.random(#numbers)]),task.wait())
- end
- end)
- while true do
- game:GetService("RunService").Heartbeat:Wait()
- sine = sine + change
- local rlegray = Ray.new(ch["Right Leg"].Position + Vector3.new(0, 0.5, 0), Vector3.new(0, -2, 0))
- local rlegpart, rlegendPoint = workspace:FindPartOnRay(rlegray, char)
- local llegray = Ray.new(ch["Left Leg"].Position + Vector3.new(0, 0.5, 0), Vector3.new(0, -2, 0))
- local llegpart, llegendPoint = workspace:FindPartOnRay(llegray, char)
- local rightvector = (Root.Velocity * Root.CFrame.rightVector).X + (Root.Velocity * Root.CFrame.rightVector).Z
- local lookvector = (Root.Velocity * Root.CFrame.lookVector).X + (Root.Velocity * Root.CFrame.lookVector).Z
- if lookvector > ch.Humanoid.WalkSpeed then
- lookvector = ch.Humanoid.WalkSpeed
- end
- if lookvector < -ch.Humanoid.WalkSpeed then
- lookvector = -ch.Humanoid.WalkSpeed
- end
- if rightvector > ch.Humanoid.WalkSpeed then
- rightvector = ch.Humanoid.WalkSpeed
- end
- if rightvector < -ch.Humanoid.WalkSpeed then
- rightvector = -ch.Humanoid.WalkSpeed
- end
- local lookvel = lookvector / ch.Humanoid.WalkSpeed
- local rightvel = rightvector / ch.Humanoid.WalkSpeed
- if hum.MoveDirection.Magnitude > 0 then
- anim = "walk"
- else
- anim = "idle"
- end
- if hum:GetState() == Enum.HumanoidStateType.Freefall then
- anim = "jump"
- end
- if anim == "jump" then
- if bwait == false then
- tweenobject(torso,{C0 = CFrame.new(0,0,0)*CFrame.Angles(math.rad(8),math.rad(0),math.rad(0))},Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,0.1,false)
- tweenobject(neck,{C0 = CFrame.new(0,1,0)*CFrame.Angles(math.rad(8),math.rad(0),math.rad(0))},Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,0.1,false)
- tweenobject(rs,{C0 = CFrame.new(1.5,0.8,0)*CFrame.Angles(math.rad(155+10*math.cos(sine/60)),math.rad(0),math.rad(10))},Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,1,false)
- tweenobject(ls,{C0 = CFrame.new(-1.5,0.5,0)*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-15))},Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,0.1,false)
- end
- tweenobject(rh,{C0 = CFrame.new(0.5,0,-0.5)*CFrame.Angles(math.rad(-8),math.rad(0),math.rad(0))},Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,0.1,false)
- tweenobject(lh,{C0 = CFrame.new(-0.5,-0.75,-0.15)*CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))},Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,0.1,false)
- end
- if root.Velocity.Y < -1 then
- if bwait == false then
- tweenobject(torso,{C0 = CFrame.new(0,0,0)*CFrame.Angles(math.rad(-8),math.rad(0),math.rad(0))},Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,1,false)
- tweenobject(neck,{C0 = CFrame.new(0,1,0)*CFrame.Angles(math.rad(-8),math.rad(0),math.rad(0))},Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,1,false)
- tweenobject(rs,{C0 = CFrame.new(1.5,0.8,0)*CFrame.Angles(math.rad(190+10*math.cos(sine/60)),math.rad(0),math.rad(10))},Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,1,false)
- tweenobject(ls,{C0 = CFrame.new(-1.5,0.5,0)*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-65))},Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,1,false)
- end
- tweenobject(rh,{C0 = CFrame.new(0.5,-0.5,-0.25)*CFrame.Angles(math.rad(-8),math.rad(0),math.rad(0))},Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,1,false)
- tweenobject(lh,{C0 = CFrame.new(-0.5,-0.75,-0.15)*CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))},Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,1,false)
- end
- if anim == "idle" then
- for i = 0,2,0.1 do
- if bwait == false then
- tweenobject(torso,{C0 = CFrame.new(0,0+0.1*math.cos(sine/56),0)*CFrame.Angles(math.rad(0),math.rad(-55),math.rad(0))},Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,1,false)
- tweenobject(neck,{C0 = CFrame.new(0,1,0)*CFrame.Angles(math.rad(-7+3*math.cos(sine/70)),math.rad(50),math.rad(7-3*math.cos(sine/70)))},Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,1,false)
- tweenobject(rs,{C0 = CFrame.new(1.5,0.8,0)*CFrame.Angles(math.rad(185+10*math.cos(sine/60)),math.rad(0),math.rad(10))},Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,1,false)
- tweenobject(ls,{C0 = CFrame.new(-1.3,0.5,-0.2)*CFrame.Angles(math.rad(0),math.rad(-25),math.rad(-85-5*math.cos(sine/70)))},Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,1,false)
- end
- tweenobject(rh,{C0 = CFrame.new(0.5,-1-0.1*math.cos(sine/56),0)*CFrame.Angles(math.rad(0),math.rad(0),math.rad(5))},Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,1,false)
- tweenobject(lh,{C0 = CFrame.new(-0.5,-1-0.1*math.cos(sine/56),0)*CFrame.Angles(math.rad(-5+5*math.cos(sine/70)),math.rad(0),math.rad(-15))},Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,1,false)
- end
- end
- if anim == "walk" then
- if holdingshift == false then
- for i = 0,2,0.1 do
- if bwait == false then
- tweenobject(torso,{C0 = CFrame.new(0,0+0.1*math.cos(sine/4),0)*CFrame.Angles(math.rad(0-lookvel*5),math.rad(0),math.rad(0-rightvel*3+tor.RotVelocity.Y*2))},Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,0.1,false)
- tweenobject(neck,{C0 = CFrame.new(0,1,0)*CFrame.Angles(math.rad(0-lookvel*3),math.rad(0-rightvel*10+5*math.cos(sine/120)+tor.RotVelocity.Y*3),math.rad(0+rightvel*4))},Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,0.1,false)
- tweenobject(rs,{C0 = CFrame.new(1.5,0.8,0)*CFrame.Angles(math.rad(185+10*math.cos(sine/60)),math.rad(0),math.rad(10))},Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,1,false)
- tweenobject(ls,{C0 = CFrame.new(-1.5,0.5+0.1*math.cos(sine/8),0)*CFrame.Angles(math.rad(0+40*math.sin(sine/8)*lookvel),math.rad(0),math.rad(-4+7*math.cos(sine/8)*rightvel))},Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,0.1,false)
- end
- tweenobject(rh,{C0 = CFrame.new(0.5,-1+0.5*math.cos(sine/8),0+0*math.cos(sine/8)*lookvel)*CFrame.Angles(math.rad(0+50*math.sin(sine/8)*lookvel),math.rad(0),math.rad(5+50*math.sin(sine/8))*rightvel-tor.RotVelocity.Y/20)},Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,0.1,false)
- tweenobject(lh,{C0 = CFrame.new(-0.5,-1+-0.5*math.cos(sine/8),0+0*math.cos(sine/8)*lookvel)*CFrame.Angles(math.rad(0-50*math.sin(sine/8)*lookvel),math.rad(0),math.rad(-5+-50*math.sin(sine/8))*rightvel-tor.RotVelocity.Y/20)},Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,0.1,false)
- end
- end
- end
- if anim == "walk" then
- if holdingshift == true then
- for i = 0,2,0.1 do
- if bwait == false then
- tweenobject(torso,{C0 = CFrame.new(0,0+0.1*math.cos(sine/2),0)*CFrame.Angles(math.rad(0-lookvel*20),math.rad(0),math.rad(0-rightvel*3+tor.RotVelocity.Y*2))},Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,0.1,false)
- tweenobject(neck,{C0 = CFrame.new(0,1,0)*CFrame.Angles(math.rad(10+5*math.cos(sine/2)-lookvel*3),math.rad(0-rightvel*40+5*math.cos(sine/120)+tor.RotVelocity.Y*3),math.rad(0+rightvel*4))},Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,0.1,false)
- tweenobject(rs,{C0 = CFrame.new(1.5,0.8,0)*CFrame.Angles(math.rad(185+10*math.cos(sine/60)),math.rad(0),math.rad(10))},Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,1,false)
- tweenobject(ls,{C0 = CFrame.new(-1.5,0.5+0.1*math.cos(sine/4),0)*CFrame.Angles(math.rad(0+60*math.sin(sine/4)*lookvel),math.rad(0),math.rad(-4+7*math.cos(sine/4)*rightvel))},Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,0.1,false)
- end
- tweenobject(rh,{C0 = CFrame.new(0.5,-1+0.5*math.cos(sine/4),0+0*math.cos(sine/4)*lookvel)*CFrame.Angles(math.rad(0+100*math.sin(sine/4)*lookvel),math.rad(0),math.rad(5+60*math.sin(sine/4))*rightvel-tor.RotVelocity.Y/20)},Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,0.1,false)
- tweenobject(lh,{C0 = CFrame.new(-0.5,-1+-0.5*math.cos(sine/4),0+0*math.cos(sine/4)*lookvel)*CFrame.Angles(math.rad(0-100*math.sin(sine/4)*lookvel),math.rad(0),math.rad(-5+-60*math.sin(sine/4))*rightvel-tor.RotVelocity.Y/20)},Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,0.1,false)
- end
- end
- end
- end
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