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