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local player = game.Players.LocalPlayer
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local mouse = player:GetMouse()
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plr2 = game.Players.LocalPlayer
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cyan = true
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green = false
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red = false
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purple = false
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local plr = game.Players.LocalPlayer.Character
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cleanup = true
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path = false
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local m = Instance.new("Model")
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m.Name = "m" 
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m.Parent = plr
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mouse.KeyDown:connect(function(key)
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    if key == "q" then
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        if path == true then path = false elseif path == false then path = true end
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    elseif key == "e" then
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        if cleanup == true then cleanup = false elseif cleanup == false then cleanup = true end
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    elseif key == "x" then 
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        plr.m:ClearAllChildren()
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    end
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end)
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spawn(function()
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    while wait(1.35) do
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       if cyan == true then
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            green = true 
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            cyan = false
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        elseif green == true then 
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            red = true 
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            green = false
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        elseif red == true then
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            purple = true
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            red = false
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        elseif purple == true then
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            cyan = true
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            purple = false
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        end 
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    end
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end)
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function fade(part)
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    wait(0.15)
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    for i = 0.3,1,0.1 do wait()
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       part.Transparency = i 
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       if i == 0.8 or i == 0.9 or i == 0.7 or i == 0.6 or i == 0.5 or i == 0.4 then
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           if cyan == true then
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           part.BrickColor = BrickColor.new("Cyan")
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       elseif green == true then
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           part.BrickColor = BrickColor.new("Lime green")
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       elseif red == true then
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           part.BrickColor = BrickColor.new("Dark red")
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        elseif purple == true then
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            part.BrickColor = BrickColor.new("Royal purple")
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            end
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           part.Material = "Neon"
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        end
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    end
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    part:remove''
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end
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local num = 0.1
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spawn(function()
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while true do coroutine.yield()
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    if path == true then
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        num = num + 3.5
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       local C=0
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        local p = Instance.new("Part")
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local KK={}
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        p.Name = "p"
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coroutine.wrap(function()
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        p.Parent = plr.m
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while wait(0) do
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        p.FormFactor = "Custom"
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local part=Instance.new("Part",char)
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        p.Size = Vector3.new(3,0.4,3)
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local emitter=Instance.new("ParticleEmitter",Part)
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        p.CFrame = plr.Torso.CFrame * CFrame.new(0,-3-(p.Size.Y/2),0) * CFrame.Angles(0,math.rad(num),0)
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part.FormFactor='Custom'
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        p.Transparency = 0.3
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part.Transparency=0.5
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        p.BrickColor = BrickColor.new("Really black")
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part.Size=Vector3.new(3.5,0.1,3.5)
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        p.Anchored = true
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part.TopSurface='Smooth'
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        p.TopSurface = "Smooth"
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part.BrickColor = BrickColor.new(C==0 and 'Dark red')
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        p.BottomSurface = "Smooth"
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part.Anchored=true
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        spawn(function()
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game.Debris:AddItem(part,0.5)
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            if cleanup == true then
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if KK['q'] then
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            fade(p)
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part.CanCollide=false
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char['Right Leg'].CFrame=char['Right Leg'].CFrame*CFrame.new(0,-0.5,0)
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        end)
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elseif KK['e'] then
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        else
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char['Head'].CFrame=char['Head'].CFrame*CFrame.new(0,0.1,0)
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end
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wait(0)
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part.CFrame = CFrame.new(char.Torso.Position)*CFrame.new(0,-3.3,0)
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end
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end)()
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mouse.KeyDown:connect(function(K)
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KK[K]=true
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if KK['y'] then
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C=C==0 and 1 or 0
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end
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end)
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--hi
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mouse.KeyUp:connect(function(K)
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KK[K]=false
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end)
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end)
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print("Controls: \nQ: Toggle path \nX: Clear all path \nE: Toggle path fade, ALSO EDITED/REMADE BY SMOKEDELSIN '_-")