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- --Original idea based on my edit
- --[[
- [Head/Waist Follow Mouse/Camera Script.]
- [Works with both R6 and R15, lets you turn your character's head and waist towards your mouse/camera.]
- [Scripted by (Unknown), upgraded by OhHeyItsCory.]
- [I'm not sure who made the original script and the person I found it from definitely didn't make it.]
- [If you find the original creator, please let me know so I can properly credit them <3]
- [Anyways, here's a list of what I've added.]
- [Waist rotation. (Previously, only the head turned.)]
- [Tweening. (Basically, animating the rotation instead of instantly turning.)]
- [Full body rotation. (If set to true, rotates the entire body towards the mouse.)]
- [Specific rotation limits. (The original script used one variable to set the limits of both horizontal and vertical rotation, now there's variables for both limits!)]
- --]]
- wait()
- --[Pre-Funcs]:
- local Ang = CFrame.Angles --[Storing these as variables so I dont have to type them out.]
- local aSin = math.asin
- local aTan = math.atan
- --[Constants]:
- local Cam = game.Workspace.CurrentCamera
- local Plr = game.Players.LocalPlayer
- local Mouse = Plr:GetMouse()
- local Body = Plr.Character or Plr.CharacterAdded:wait()
- local Head = Body:WaitForChild("Head")
- local Hum = Body:WaitForChild("Humanoid")
- local Core = Body:WaitForChild("HumanoidRootPart")
- local IsR6 = (Hum.RigType.Value==0) --[Checking if the player is using R15 or R6.]
- local Trso = (IsR6 and Body:WaitForChild("Torso")) or Body:WaitForChild("UpperTorso")
- local Neck = (IsR6 and Trso:WaitForChild("Neck")) or Head:WaitForChild("Neck") --[Once we know the Rig, we know what to find.]
- local Waist = (not IsR6 and Trso:WaitForChild("Waist")) --[R6 doesn't have a waist joint, unfortunately.]
- --[[
- [Whether rotation follows the camera or the mouse.]
- [Useful with tools if true, but camera tracking runs smoother.]
- --]]
- local MseGuide = false
- --[[
- [Whether the whole character turns to face the mouse.]
- [If set to true, MseGuide will be set to true and both HeadHorFactor and BodyHorFactor will be set to 0]
- --]]
- local TurnCharacterToMouse = false
- --[[
- [Horizontal and Vertical limits for head and body tracking.]
- [Setting to 0 negates tracking, setting to 1 is normal tracking, and setting to anything higher than 1 goes past real life head/body rotation capabilities.]
- --]]
- local HeadHorFactor = 1
- local HeadVertFactor = 0.6
- local BodyHorFactor = 0.5
- local BodyVertFactor = 0.4
- --[[
- [How fast the body rotates.]
- [Setting to 0 negates tracking, and setting to 1 is instant rotation. 0.5 is a nice in-between that works with MseGuide on or off.]
- [Setting this any higher than 1 causes weird glitchy shaking occasionally.]
- --]]
- local UpdateSpeed = 0.5
- local NeckOrgnC0 = Neck.C0 --[Get the base C0 to manipulate off of.]
- local WaistOrgnC0 = (not IsR6 and Waist.C0) --[Get the base C0 to manipulate off of.]
- --[Setup]:
- Neck.MaxVelocity = 1/3
- -- Activation]:
- if TurnCharacterToMouse == true then
- MseGuide = true
- HeadHorFactor = 0
- BodyHorFactor = 0
- end
- game:GetService("RunService").RenderStepped:Connect(function()
- local CamCF = Cam.CoordinateFrame
- if ((IsR6 and Body["Torso"]) or Body["UpperTorso"])~=nil and Body["Head"]~=nil then --[Check for the Torso and Head...]
- local TrsoLV = Trso.CFrame.lookVector
- local HdPos = Head.CFrame.p
- if IsR6 and Neck or Neck and Waist then --[Make sure the Neck still exists.]
- if Cam.CameraSubject:IsDescendantOf(Body) or Cam.CameraSubject:IsDescendantOf(Plr) then
- local Dist = nil;
- local Diff = nil;
- if not MseGuide then --[If not tracking the Mouse then get the Camera.]
- Dist = (Head.CFrame.p-CamCF.p).magnitude
- Diff = Head.CFrame.Y-CamCF.Y
- if not IsR6 then --[R6 and R15 Neck rotation C0s are different; R15: X axis inverted and Z is now the Y.]
- Neck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang((aSin(Diff/Dist)*HeadVertFactor), -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).Y*HeadHorFactor, 0), UpdateSpeed/2)
- Waist.C0 = Waist.C0:lerp(WaistOrgnC0*Ang((aSin(Diff/Dist)*BodyVertFactor), -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).Y*BodyHorFactor, 0), UpdateSpeed/2)
- else --[R15s actually have the properly oriented Neck CFrame.]
- Neck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang(-(aSin(Diff/Dist)*HeadVertFactor), 0, -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).Y*HeadHorFactor),UpdateSpeed/2)
- end
- else
- local Point = Mouse.Hit.p
- Dist = (Head.CFrame.p-Point).magnitude
- Diff = Head.CFrame.Y-Point.Y
- if not IsR6 then
- Neck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang(-(aTan(Diff/Dist)*HeadVertFactor), (((HdPos-Point).Unit):Cross(TrsoLV)).Y*HeadHorFactor, 0), UpdateSpeed/2)
- Waist.C0 = Waist.C0:lerp(WaistOrgnC0*Ang(-(aTan(Diff/Dist)*BodyVertFactor), (((HdPos-Point).Unit):Cross(TrsoLV)).Y*BodyHorFactor, 0), UpdateSpeed/2)
- else
- Neck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang((aTan(Diff/Dist)*HeadVertFactor), 0, (((HdPos-Point).Unit):Cross(TrsoLV)).Y*HeadHorFactor), UpdateSpeed/2)
- end
- end
- end
- end
- end
- if TurnCharacterToMouse == true then
- Hum.AutoRotate = false
- Core.CFrame = Core.CFrame:lerp(CFrame.new(Core.Position, Vector3.new(Mouse.Hit.p.x, Core.Position.Y, Mouse.Hit.p.z)), UpdateSpeed / 2)
- else
- Hum.AutoRotate = true
- end
- end)
- print("help me please")
- wait(1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- game.Players.LocalPlayer.Character.Humanoid.PlatformStand = false
- Tors = game.Players.LocalPlayer.Character.Torso
- local SEIZURETIME = Instance.new("Sound", game.Players.LocalPlayer.Character.Torso)
- SEIZURETIME.Looped = true
- SEIZURETIME.Volume = 50
- game.Chat:Chat(game.Players.LocalPlayer.Character.Head,"SEIZURE TIME!!!","Red")
- local velocity = Instance.new("BodyVelocity", game.Players.LocalPlayer.Character.Torso)
- velocity.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
- velocity.Velocity = Vector3.new(game.Players.LocalPlayer.Character.Torso.CFrame.lookVector,game.Players.LocalPlayer.Character.Torso.CFrame.lookVector ,game.Players.LocalPlayer.Character.Torso.CFrame.lookVector)
- velocity:destroy()
- game.Players.LocalPlayer.Character.HumanoidRootPart.RootJoint.C0 = CFrame.Angles(-90, 0, 0)
- print(game.Players.LocalPlayer.Character.Head.Parent.Name)
- wait(2)
- SEIZURETIME.SoundId = "rbxassetid://1041837096"
- SEIZURETIME:Play()
- local RUUN = Instance.new("Sound", game.Players.LocalPlayer.Character.Torso)
- RUUN.SoundId = "rbxassetid://138167455"
- RUUN.Volume = "1".. math.random(1,2)
- RUUN.Looped = false
- RUUN:Play()
- --Fernan, there you got, create the animation,
- --import it to roblox website, then remplace the ID (After ?id=) then set the key for it.
- local player = game.Players.LocalPlayer
- local mouse = player:GetMouse()
- mouse.KeyDown:connect(function(key)
- if key == "z" then--OKAY
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- end
- end)
- --[[ do not delete, you can delete it, it will ruin the anims
- Tors.Neck.C0 = Tors.Neck.C0 * CFrame.Angles(math.random(-5,5),0,5)
- Tors["Left Hip"].C0 = Tors["Left Hip"].C0 * CFrame.Angles(0,5,math.random(-1,32))
- Tors["Right Hip"].C0 = Tors["Right Hip"].C0 * CFrame.Angles(0,3,math.random(-1,2))
- Tors["Left Shoulder"].C0 = Tors["Left Shoulder"].C0 * CFrame.Angles(5,0,math.random(-1,5))
- Tors["Right Shoulder"].C0 = Tors["Right Shoulder"].C0 * CFrame.Angles(0,5,math.random(-1,5))
- ]]
- mouse.KeyDown:connect(function(key)
- if key == "f" then--Seizure time bois
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- Tors.Neck.C0 = Tors.Neck.C0 * CFrame.Angles(math.random(-5,5),0,5)
- Tors["Left Hip"].C0 = Tors["Left Hip"].C0 * CFrame.Angles(0,5,math.random(-1,32))
- Tors["Right Hip"].C0 = Tors["Right Hip"].C0 * CFrame.Angles(0,3,math.random(-1,2))
- Tors["Left Shoulder"].C0 = Tors["Left Shoulder"].C0 * CFrame.Angles(5,0,math.random(-1,5))
- Tors["Right Shoulder"].C0 = Tors["Right Shoulder"].C0 * CFrame.Angles(0,5,math.random(-1,5))
- wait(0.2)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- Tors.Neck.C0 = Tors.Neck.C0 * CFrame.Angles(math.random(-5,5),0,5)
- Tors["Left Hip"].C0 = Tors["Left Hip"].C0 * CFrame.Angles(0,5,math.random(-1,32))
- Tors["Right Hip"].C0 = Tors["Right Hip"].C0 * CFrame.Angles(0,3,math.random(-1,2))
- Tors["Left Shoulder"].C0 = Tors["Left Shoulder"].C0 * CFrame.Angles(5,0,math.random(-1,5))
- Tors["Right Shoulder"].C0 = Tors["Right Shoulder"].C0 * CFrame.Angles(0,5,math.random(-1,5))
- wait(0.2)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- Tors.Neck.C0 = Tors.Neck.C0 * CFrame.Angles(math.random(-5,5),0,5)
- Tors["Left Hip"].C0 = Tors["Left Hip"].C0 * CFrame.Angles(0,5,math.random(-1,32))
- Tors["Right Hip"].C0 = Tors["Right Hip"].C0 * CFrame.Angles(0,3,math.random(-1,2))
- Tors["Left Shoulder"].C0 = Tors["Left Shoulder"].C0 * CFrame.Angles(5,0,math.random(-1,5))
- Tors["Right Shoulder"].C0 = Tors["Right Shoulder"].C0 * CFrame.Angles(0,5,math.random(-1,5))
- wait(0.2)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- Tors.Neck.C0 = Tors.Neck.C0 * CFrame.Angles(math.random(-5,5),0,5)
- Tors["Left Hip"].C0 = Tors["Left Hip"].C0 * CFrame.Angles(0,5,math.random(-1,32))
- Tors["Right Hip"].C0 = Tors["Right Hip"].C0 * CFrame.Angles(0,3,math.random(-1,2))
- Tors["Left Shoulder"].C0 = Tors["Left Shoulder"].C0 * CFrame.Angles(5,0,math.random(-1,5))
- Tors["Right Shoulder"].C0 = Tors["Right Shoulder"].C0 * CFrame.Angles(0,5,math.random(-1,5))
- wait(0.2)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- Tors.Neck.C0 = Tors.Neck.C0 * CFrame.Angles(math.random(-5,5),0,5)
- Tors["Left Hip"].C0 = Tors["Left Hip"].C0 * CFrame.Angles(0,5,math.random(-1,32))
- Tors["Right Hip"].C0 = Tors["Right Hip"].C0 * CFrame.Angles(0,3,math.random(-1,2))
- Tors["Left Shoulder"].C0 = Tors["Left Shoulder"].C0 * CFrame.Angles(5,0,math.random(-1,5))
- Tors["Right Shoulder"].C0 = Tors["Right Shoulder"].C0 * CFrame.Angles(0,5,math.random(-1,5))
- wait(0.2)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- Tors.Neck.C0 = Tors.Neck.C0 * CFrame.Angles(math.random(-5,5),0,5)
- Tors["Left Hip"].C0 = Tors["Left Hip"].C0 * CFrame.Angles(0,5,math.random(-1,32))
- Tors["Right Hip"].C0 = Tors["Right Hip"].C0 * CFrame.Angles(0,3,math.random(-1,2))
- Tors["Left Shoulder"].C0 = Tors["Left Shoulder"].C0 * CFrame.Angles(5,0,math.random(-1,5))
- Tors["Right Shoulder"].C0 = Tors["Right Shoulder"].C0 * CFrame.Angles(0,5,math.random(-1,5))
- wait(0.2)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- Tors.Neck.C0 = Tors.Neck.C0 * CFrame.Angles(math.random(-5,5),0,5)
- Tors["Left Hip"].C0 = Tors["Left Hip"].C0 * CFrame.Angles(0,5,math.random(-1,32))
- Tors["Right Hip"].C0 = Tors["Right Hip"].C0 * CFrame.Angles(0,3,math.random(-1,2))
- Tors["Left Shoulder"].C0 = Tors["Left Shoulder"].C0 * CFrame.Angles(5,0,math.random(-1,5))
- Tors["Right Shoulder"].C0 = Tors["Right Shoulder"].C0 * CFrame.Angles(0,5,math.random(-1,5))
- wait(0.2)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- Tors.Neck.C0 = Tors.Neck.C0 * CFrame.Angles(math.random(-5,5),0,5)
- Tors["Left Hip"].C0 = Tors["Left Hip"].C0 * CFrame.Angles(0,5,math.random(-1,32))
- Tors["Right Hip"].C0 = Tors["Right Hip"].C0 * CFrame.Angles(0,3,math.random(-1,2))
- Tors["Left Shoulder"].C0 = Tors["Left Shoulder"].C0 * CFrame.Angles(5,0,math.random(-1,5))
- Tors["Right Shoulder"].C0 = Tors["Right Shoulder"].C0 * CFrame.Angles(0,5,math.random(-1,5))
- wait(0.2)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- Tors.Neck.C0 = Tors.Neck.C0 * CFrame.Angles(math.random(-5,5),0,5)
- Tors["Left Hip"].C0 = Tors["Left Hip"].C0 * CFrame.Angles(0,5,math.random(-1,32))
- Tors["Right Hip"].C0 = Tors["Right Hip"].C0 * CFrame.Angles(0,3,math.random(-1,2))
- Tors["Left Shoulder"].C0 = Tors["Left Shoulder"].C0 * CFrame.Angles(5,0,math.random(-1,5))
- Tors["Right Shoulder"].C0 = Tors["Right Shoulder"].C0 * CFrame.Angles(0,5,math.random(-1,5))
- wait(0.2)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- Tors.Neck.C0 = Tors.Neck.C0 * CFrame.Angles(math.random(-5,5),0,5)
- Tors["Left Hip"].C0 = Tors["Left Hip"].C0 * CFrame.Angles(0,5,math.random(-1,32))
- Tors["Right Hip"].C0 = Tors["Right Hip"].C0 * CFrame.Angles(0,3,math.random(-1,2))
- Tors["Left Shoulder"].C0 = Tors["Left Shoulder"].C0 * CFrame.Angles(5,0,math.random(-1,5))
- Tors["Right Shoulder"].C0 = Tors["Right Shoulder"].C0 * CFrame.Angles(0,5,math.random(-1,5))
- wait(0.2)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- Tors.Neck.C0 = Tors.Neck.C0 * CFrame.Angles(math.random(-5,5),0,5)
- Tors["Left Hip"].C0 = Tors["Left Hip"].C0 * CFrame.Angles(0,5,math.random(-1,32))
- Tors["Right Hip"].C0 = Tors["Right Hip"].C0 * CFrame.Angles(0,3,math.random(-1,2))
- Tors["Left Shoulder"].C0 = Tors["Left Shoulder"].C0 * CFrame.Angles(5,0,math.random(-1,5))
- Tors["Right Shoulder"].C0 = Tors["Right Shoulder"].C0 * CFrame.Angles(0,5,math.random(-1,5))
- wait(0.2)
- end
- end)
- --[[
- [Head/Waist Follow Mouse/Camera Script.]
- [Works with both R6 and R15, lets you turn your character's head and waist towards your mouse/camera.]
- [Scripted by (Unknown), upgraded by OhHeyItsCory.]
- [I'm not sure who made the original script and the person I found it from definitely didn't make it.]
- [If you find the original creator, please let me know so I can properly credit them <3]
- [Anyways, here's a list of what I've added.]
- [Waist rotation. (Previously, only the head turned.)]
- [Tweening. (Basically, animating the rotation instead of instantly turning.)]
- [Full body rotation. (If set to true, rotates the entire body towards the mouse.)]
- [Specific rotation limits. (The original script used one variable to set the limits of both horizontal and vertical rotation, now there's variables for both limits!)]
- --]]
- wait()
- --[Pre-Funcs]:
- local Ang = CFrame.Angles --[Storing these as variables so I dont have to type them out.]
- local aSin = math.asin
- local aTan = math.atan
- --[Constants]:
- local Cam = game.Workspace.CurrentCamera
- local Plr = game.Players.LocalPlayer
- local Mouse = Plr:GetMouse()
- local Body = Plr.Character or Plr.CharacterAdded:wait()
- local Head = Body:WaitForChild("Head")
- local Hum = Body:WaitForChild("Humanoid")
- local Core = Body:WaitForChild("HumanoidRootPart")
- local IsR6 = (Hum.RigType.Value==0) --[Checking if the player is using R15 or R6.]
- local Trso = (IsR6 and Body:WaitForChild("Torso")) or Body:WaitForChild("UpperTorso")
- local Neck = (IsR6 and Trso:WaitForChild("Neck")) or Head:WaitForChild("Neck") --[Once we know the Rig, we know what to find.]
- local Waist = (not IsR6 and Trso:WaitForChild("Waist")) --[R6 doesn't have a waist joint, unfortunately.]
- --[[
- [Whether rotation follows the camera or the mouse.]
- [Useful with tools if true, but camera tracking runs smoother.]
- --]]
- local MseGuide = false
- --[[
- [Whether the whole character turns to face the mouse.]
- [If set to true, MseGuide will be set to true and both HeadHorFactor and BodyHorFactor will be set to 0]
- --]]
- local TurnCharacterToMouse = false
- --[[
- [Horizontal and Vertical limits for head and body tracking.]
- [Setting to 0 negates tracking, setting to 1 is normal tracking, and setting to anything higher than 1 goes past real life head/body rotation capabilities.]
- --]]
- local HeadHorFactor = 1
- local HeadVertFactor = 0.6
- local BodyHorFactor = 0.5
- local BodyVertFactor = 0.4
- --[[
- [How fast the body rotates.]
- [Setting to 0 negates tracking, and setting to 1 is instant rotation. 0.5 is a nice in-between that works with MseGuide on or off.]
- [Setting this any higher than 1 causes weird glitchy shaking occasionally.]
- --]]
- local UpdateSpeed = 0.5
- local NeckOrgnC0 = Neck.C0 --[Get the base C0 to manipulate off of.]
- local WaistOrgnC0 = (not IsR6 and Waist.C0) --[Get the base C0 to manipulate off of.]
- --[Setup]:
- Neck.MaxVelocity = 1/3
- -- Activation]:
- if TurnCharacterToMouse == true then
- MseGuide = true
- HeadHorFactor = 0
- BodyHorFactor = 0
- end
- game:GetService("RunService").RenderStepped:Connect(function()
- local CamCF = Cam.CoordinateFrame
- if ((IsR6 and Body["Torso"]) or Body["UpperTorso"])~=nil and Body["Head"]~=nil then --[Check for the Torso and Head...]
- local TrsoLV = Trso.CFrame.lookVector
- local HdPos = Head.CFrame.p
- if IsR6 and Neck or Neck and Waist then --[Make sure the Neck still exists.]
- if Cam.CameraSubject:IsDescendantOf(Body) or Cam.CameraSubject:IsDescendantOf(Plr) then
- local Dist = nil;
- local Diff = nil;
- if not MseGuide then --[If not tracking the Mouse then get the Camera.]
- Dist = (Head.CFrame.p-CamCF.p).magnitude
- Diff = Head.CFrame.Y-CamCF.Y
- if not IsR6 then --[R6 and R15 Neck rotation C0s are different; R15: X axis inverted and Z is now the Y.]
- Neck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang((aSin(Diff/Dist)*HeadVertFactor), -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).Y*HeadHorFactor, 0), UpdateSpeed/2)
- Waist.C0 = Waist.C0:lerp(WaistOrgnC0*Ang((aSin(Diff/Dist)*BodyVertFactor), -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).Y*BodyHorFactor, 0), UpdateSpeed/2)
- else --[R15s actually have the properly oriented Neck CFrame.]
- Neck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang(-(aSin(Diff/Dist)*HeadVertFactor), 0, -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).Y*HeadHorFactor),UpdateSpeed/2)
- end
- else
- local Point = Mouse.Hit.p
- Dist = (Head.CFrame.p-Point).magnitude
- Diff = Head.CFrame.Y-Point.Y
- if not IsR6 then
- Neck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang(-(aTan(Diff/Dist)*HeadVertFactor), (((HdPos-Point).Unit):Cross(TrsoLV)).Y*HeadHorFactor, 0), UpdateSpeed/2)
- Waist.C0 = Waist.C0:lerp(WaistOrgnC0*Ang(-(aTan(Diff/Dist)*BodyVertFactor), (((HdPos-Point).Unit):Cross(TrsoLV)).Y*BodyHorFactor, 0), UpdateSpeed/2)
- else
- Neck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang((aTan(Diff/Dist)*HeadVertFactor), 0, (((HdPos-Point).Unit):Cross(TrsoLV)).Y*HeadHorFactor), UpdateSpeed/2)
- end
- end
- end
- end
- end
- if TurnCharacterToMouse == true then
- Hum.AutoRotate = false
- Core.CFrame = Core.CFrame:lerp(CFrame.new(Core.Position, Vector3.new(Mouse.Hit.p.x, Core.Position.Y, Mouse.Hit.p.z)), UpdateSpeed / 2)
- else
- Hum.AutoRotate = true
- end
- end)
- mouse.KeyDown:connect(function(key)
- if key == "t" then--Breaks back
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- Tors.Neck.C0 = Tors.Neck.C0 * CFrame.Angles(math.random(-5,5),0,5)
- Tors["Left Hip"].C0 = Tors["Left Hip"].C0 * CFrame.Angles(0,5,math.random(-1,32))
- Tors["Right Hip"].C0 = Tors["Right Hip"].C0 * CFrame.Angles(0,3,math.random(-1,2))
- Tors["Left Shoulder"].C0 = Tors["Left Shoulder"].C0 * CFrame.Angles(5,0,math.random(-1,5))
- Tors["Right Shoulder"].C0 = Tors["Right Shoulder"].C0 * CFrame.Angles(0,5,math.random(-1,5))
- end
- end)
- while true do
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- wait(0.1)
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,4))
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 = game.Players.LocalPlayer.Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0,0,math.random(-1,1))
- end
- --/Superstheme\--
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