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-- This is a small bot by supersonicfan111
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-- This was made quickly, and is not efficient, probably
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-- Feel free to make it better, etc, :)
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Plr = owner or game:GetService("Players").LocalPlayer
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P = Plr.Character
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P.Archivable = true
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local Dum = P:Clone()
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Dum.Parent = workspace
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local chr=Dum
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CLerp=function(startcf, endcf, alpha)
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    return startcf:lerp(endcf, alpha)    
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end
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local RH=Instance.new('Weld',chr.Torso)
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RH.Name="Right Hip"
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RH.Part0=chr.Torso
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RH.Part1=chr['Right Leg']
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RH.C0=CFrame.new(1,-1,0,0,0,1,0,1,0,-1,-0,-0)
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RH.C1=CFrame.new(0.5,1,0,0,0,1,0,1,0,-1,-0,-0)
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local LH=Instance.new('Weld',chr.Torso)
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LH.Name="Left Hip"
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LH.Part0=chr.Torso
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LH.Part1=chr['Left Leg']
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LH.C0=CFrame.new(-1,-1,0,-0,-0,-1,0,1,0,1,0,0)
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LH.C1=CFrame.new(-0.5,1,0,-0,-0,-1,0,1,0,1,0,0)
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local RS=Instance.new('Weld',chr.Torso)
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RS.Name="Right Shoulder"
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RS.Part0=chr.Torso
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RS.Part1=chr['Right Arm']
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RS.C0=CFrame.new(1.5,0.5,0)
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RS.C1=CFrame.new(0, 0.5, 0) 
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local LS=Instance.new('Weld',chr.Torso)
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LS.Name="Left Shoulder"
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LS.Part0=chr.Torso
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LS.Part1=chr['Left Arm']
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LS.C0=CFrame.new(-1.5,0.5,0)
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LS.C1=CFrame.new(0, 0.5, 0) 
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LHC0=CFrame.new(-1,-1,0,-0,-0,-1,0,1,0,1,0,0)
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RHC0=CFrame.new(1,-1,0,0,0,1,0,1,0,-1,-0,-0)
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local sine=0
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local change=.1
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local Anim="Idle"
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local cf=CFrame.new
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local sin=math.sin
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local rad=math.rad
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local attack=false
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local attack=true
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local angles=CFrame.Angles
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local euler=CFrame.fromEulerAnglesXYZ
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local Character=chr
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local Humanoid=Character:findFirstChild'Humanoid'
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local RootPart=chr.HumanoidRootPart
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function rayCast(Pos, Dir, Max, Ignore)  -- Origin Position , Direction, MaxDistance , IgnoreDescendants
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return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore) 
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end 
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Humanoid.WalkSpeed=10
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Humanoid.WalkSpeed=6
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Humanoid.MaxHealth=50
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Humanoid.MaxHealth=6000
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Humanoid.Health=50
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Humanoid.Health=6000
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local injured=false
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local RSC0=CFrame.new(1.5,0.5,0)
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local LSC0=cf(-1.5,0.5,0)
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spawn(function()
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    while wait() do
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        sine=sine+change
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        sine = sine + change
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        local torvel=(RootPart.Velocity*Vector3.new(1,0,1)).magnitude 
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        local velderp=RootPart.Velocity.y
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        hitfloor,posfloor=rayCast(RootPart.Position,(CFrame.new(RootPart.Position,RootPart.Position - Vector3.new(0,1,0))).lookVector,4,Character)
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        if torvel > 4 and torvel < 16 and hitfloor then
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            Anim="Walk"
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        end
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        if RootPart.Velocity.y > 1 and hitfloor==nil then 
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            Anim="Jump"
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        elseif RootPart.Velocity.y < -1 and hitfloor==nil then
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            Anim="Fall"
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        elseif torvel<1 and hitfloor then
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            Anim="Idle"
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        elseif torvel >= 16 and hitfloor then
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            Anim="Run"
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        end
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    end
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end)
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local popcorn=true
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spawn(function()
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    while wait() do
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       if Humanoid.Health==Humanoid.MaxHealth then
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           popcorn=true
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        elseif Humanoid.Health==Humanoid.MaxHealth/2 then
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            popcorn=false
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            Humanoid.WalkSpeed=8
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        elseif Humanoid.Health==10 then
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            popcorn=false
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            Humanoid.WalkSpeed=4
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        end
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    end
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end)
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spawn(function()
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    while wait() do
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       if Humanoid.Jump and injured then
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           Humanoid.Jump=false
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        end
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    end
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end)
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local tracking=false
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moveBot=function()
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    local x=math.random(-450, 450)
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    local z=math.random(-450, 450)
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    local pos=Vector3.new(x,0,z)
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    Humanoid:MoveTo(pos)    
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end
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moveBot()
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spawn(function()
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    while wait(4) do
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        moveBot()
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    end
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end)
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while wait() do
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    if Anim=='Walk' then
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        change=.1
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        if not attack then
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            LS.C0=CLerp(LS.C0, LSC0*angles(sin(sine), 0, 0), .2)
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            RS.C0=CLerp(RS.C0, RSC0*angles(-sin(sine), 0, 0), .2)
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        end
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        LH.C0=CLerp(LH.C0, LHC0*angles(0, 0, sin(sine)), .2)
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        RH.C0=CLerp(RH.C0, RHC0*angles(0, 0, sin(sine)), .2)
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    elseif Anim=='Idle' then
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        change=0
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        if not attack then
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            LS.C0=CLerp(LS.C0, LSC0*angles(0, 0, -rad(10)), .2)
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            RS.C0=CLerp(RS.C0, RSC0*angles(0, 0, rad(10)), .2)
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            LH.C0=CLerp(LH.C0, LHC0*angles(-rad(10), 0, 0), .2)
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            RH.C0=CLerp(RH.C0, RHC0*angles(-rad(10), 0, 0), .2)
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        end
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    elseif Anim=='Jump' then
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        if not attack then
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            LS.C0=CLerp(LS.C0, LSC0*angles(0, 0, math.rad(-150)), .2)
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            RS.C0=CLerp(RS.C0, RSC0*angles(0, 0, math.rad(150)), .2)
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            LH.C0=CLerp(LH.C0, LHC0*angles(0, 0, 0), .2)
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            RH.C0=CLerp(RH.C0, RHC0*angles(0, 0, 0), .2)
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        end
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    elseif Anim=='Fall' then
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        if not attack then
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            LS.C0=CLerp(LS.C0, LSC0*angles(0, 0, rad(-45)), .2)
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            RS.C0=CLerp(RS.C0, RSC0*angles(0, 0, rad(45)), .2)
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            LH.C0=CLerp(LH.C0, LHC0*angles(0, 0, 0), .2)
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            RH.C0=CLerp(RH.C0, RHC0*angles(0, 0, 0), .2)
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        end
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    end
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end