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- me = game.Players.bacalou
- char = me.Character
- torso = char.Torso
- dist = 6
- cols = {"Hot pink", "Really red", "Really blue", "New Yeller", "Lime green", "Neon orange"}
- function prop(part, parent, collide, tran, ref, x, y, z, color, anchor, form)
- part.Parent = parent
- part.formFactor = form
- part.CanCollide = collide
- part.Transparency = tran
- part.Reflectance = refa
- part.Size = Vector3.new(x,y,z)
- part.BrickColor = BrickColor.new(color)
- part.TopSurface = 0
- part.BottomSurface = 0
- part.Anchored = anchor
- part.Locked = true
- part:BreakJoints()
- end
- for i=1,50 do
- local p = Instance.new("Part")
- prop(p,char,false,0,0,0.4,0.4,0.4,cols[math.random(1,#cols)],false,"Custom")
- Instance.new("SpecialMesh",p).MeshType = "Sphere"
- local bp = Instance.new("BodyPosition",p)
- bp.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- bp.P = 20000
- bp.position = p.Position
- local way = CFrame.Angles(0,0,0)
- local pos = CFrame.new(torso.Position) * CFrame.Angles(math.random(-320,320)/100,math.random(-320,320)/100,math.random(-320,320)/100)
- p.CFrame = pos
- coroutine.resume(coroutine.create(function()
- while true do
- wait()
- pos = CFrame.new(torso.Position) * way * CFrame.new(0,dist,0)
- way = way * CFrame.Angles(math.random(0,50)/400,math.random(0,50)/400,math.random(0,50)/400)
- bp.position = pos.p
- end
- end))
- p.Touched:connect(function(o)
- if o.Anchored == false and o.Parent ~= char then
- o.Velocity = CFrame.new(torso.Position, o.Position).lookVector * 250
- end
- end)
- end
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