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- -- params : ...
- --some gay shit in skylight
- --basically just a passive glitch without clicking or anything.
- Model = Instance.new("Model", game.Workspace)
- Model.Name = "ShadowFigs"
- Model.ChildAdded:connect(function(Child)
- wait(0.2)
- if Child.Name == "ShadowClone" and Child.Name ~= "HoverBlocks" then
- local Light = Instance.new("PointLight", Child.Torso)
- Light.Color = Color3.new(1, 1, 1)
- Light.Range = 10
- Light.Brightness = 2
- Light.Shadows = true
- for t = 1, 5 do
- wait(0.1)
- for i = 1, #Child:GetChildren() do
- Child:GetChildren()[i].Transparency = t / 10 + 0.5
- end
- end
- Child:remove()
- end
- end
- )
- Parts = {"Head", "Torso", "Left Arm", "Left Leg", "Right Arm", "Right Leg"}
- repeat
- wait()
- until game.Players.LocalPlayer
- Plr = game.Players.LocalPlayer
- PlrChildren = Plr:GetChildren()
- Plr.Character.Humanoid.WalkSpeed = 32
- for i = 1, #PlrChildren do
- print(PlrChildren[i])
- end
- do
- while 1 do
- Posit = Plr.Character.HumanoidRootPart.Position
- wait(0.1)
- if Plr.Character.HumanoidRootPart.Position == Posit or Plr.Character.Humanoid.WalkSpeed == 32 then
- Set = Instance.new("Model", game.Workspace.ShadowFigs)
- Set.Name = "ShadowClone"
- for i = 1, #Parts do
- PartClone = Plr.Character[Parts[i]]:Clone()
- RotationX = math.rad(Plr.Character[Parts[i]].Rotation.X)
- RotationY = math.rad(Plr.Character[Parts[i]].Rotation.Y)
- RotationZ = math.rad(Plr.Character[Parts[i]].Rotation.Z)
- PartClone.CFrame = CFrame.new(Plr.Character[Parts[i]].Position) * CFrame.Angles(RotationX, RotationY, RotationZ)
- PartClone.Parent = Set
- PartClone.Anchored = true
- PartClone.CanCollide = false
- PartClone.Transparency = 0.7
- PartClone.Material = "Neon"
- PartClone.BrickColor = BrickColor.new("Really black")
- if PartClone.Name == "Head" or PartClone.Name == "Torso" then
- Children = PartClone:GetChildren()
- for i = 1, #Children do
- if Children[i].ClassName ~= "Mesh" and Children[i].ClassName ~= "SpecialMesh" then
- Children[i]:remove()
- end
- end
- end
- end
- end
- end
- end
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