Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- local movers = {}
- local tog = true
- local move = false
- local Player = game:GetService("Players").LocalPlayer
- local Character = Player.Character
- local mov = {};
- local mov2 = {};
- local Hats = {Hat1 = Character:WaitForChild("MeshPartAccessory"),
- -- Hat2 = Character:WaitForChild("Hat2"),
- -- Hat3 = Character:WaitForChild("Hat3"),
- }
- --Dont touch below
- for i,v in next, Hats do
- v.Handle.AccessoryWeld:Remove()
- for _,mesh in next, v:GetDescendants() do
- if mesh:IsA("Mesh") or mesh:IsA("Mesh") then -- change mesh to Specialmesh if u want to destroy the mesh
- mesh:Remove()
- end
- end
- end
- function ftp(str)
- local pt = {};
- if str ~= 'me' and str ~= 'random' then
- for i, v in pairs(game.Players:GetPlayers()) do
- if v.Name:lower():find(str:lower()) then
- table.insert(pt, v);
- end
- end
- elseif str == 'me' then
- table.insert(pt, plr);
- elseif str == 'random' then
- table.insert(pt, game.Players:GetPlayers()[math.random(1, #game.Players:GetPlayers())]);
- end
- return pt;
- end
- local function align(i,v)
- local att0 = Instance.new("Attachment", i)
- att0.Position = Vector3.new(0,0,0)
- local att1 = Instance.new("Attachment", v)
- att1.Position = Vector3.new(0,0,0)
- local AP = Instance.new("AlignPosition", i)
- AP.Attachment0 = att0
- AP.Attachment1 = att1
- AP.RigidityEnabled = false
- AP.ReactionForceEnabled = false
- AP.ApplyAtCenterOfMass = false
- AP.MaxForce = 9999999
- AP.MaxVelocity = math.huge
- AP.Responsiveness = 65
- local AO = Instance.new("AlignOrientation", i)
- AO.Attachment0 = att0
- AO.Attachment1 = att1
- AO.ReactionTorqueEnabled = false
- AO.PrimaryAxisOnly = false
- AO.MaxTorque = 9999999
- AO.MaxAngularVelocity = math.huge
- AO.Responsiveness = 50
- end
- --Dont touch above
- align(Hats.Hat1.Handle, Character["Torso"])
- -- align(Hats.Hat2.Handle, Character["Torso"])
- -- align(Hats.Hat3.Handle, Character["Torso"])
- Hats.Hat1.Handle.Attachment.Rotation = Vector3.new(-90,0,0)
- -- Hats.Hat2.Handle.Attachment.Rotation = Vector3.new(0,0,0)
- -- Hats.Hat4.Handle.Attachment.Rotation = Vector3.new(0,0,0)
- Character:WaitForChild("Torso"):FindFirstChild("Attachment").Name = "Attachment1" -- make a new attachment to
- --Character:WaitForChild("Torso"):FindFirstChild("Attachment").Name = "Attachment2"
- --Character:WaitForChild("Torso"):FindFirstChild("Attachment").Name = "Attachment3"
- Character:WaitForChild("Torso").Attachment1.Position = Vector3.new(0, -1.4, -1)
- --Character:WaitForChild("Torso").Attachment2.Position = Vector3.new(0, 0, 0)
- --Character:WaitForChild("Torso").Attachment3.Position = Vector3.new(0, 0, 0)
- -- the mid value is up or down it depends it goes down if u have a minus infront of it and up if u dont
- -- the last value is forwards or backwards if u put a minus infront of it it goes forward and if u remove the minus it goes backwards
- -- the first value is to the side if u dont have minus and to the other side if u have minus im bad at explaining lol
- --Character:WaitForChild("Torso").Attachment1.Position = Vector3.new(-0, 0, -0) - position of hat2
- -- Position or Rotation
- game.Players.LocalPlayer:GetMouse().KeyDown:Connect(function(KeyPressed)
- if KeyPressed == "Key" then -- key to play animation
- if toggle == false then
- Character:WaitForChild("Torso").Attachment1.Position = Vector3.new(0,0,0) -- value for animation -- Position or Rotation
- wait(.1)
- Character:WaitForChild("Torso").Attachment1.Position = Vector3.new(0,0,0) -- normal value -- Position or Rotation
- toggle = true
- else
- toggle = false
- end
- end
- end)
- --[[
- while true do
- Character:WaitForChild("Torso").Attachment1.Position = Vector3.new(0,0,0) -- value for loop -- Position or Rotation
- wait(.1)
- Character:WaitForChild("Torso").Attachment1.Position = Vector3.new(0,0,0) -- value for loop end Position or Rotation
- end]]
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement