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- print([[how to use:
- 1. Hold shift and run lookin straight at the wall (not camera looking at the wall)
- 2. Jump and while in air press spacebar again to connect to wall.
- 3. To get to next wall jump and press spacebar before you hit the other wall.
- 4. Press g to do a dive.
- ]])
- local player = game.Players.LocalPlayer
- local mouse = player:GetMouse()
- local cam = workspace.CurrentCamera
- repeat wait() until player.Character
- local char = player.Character
- wait(1)
- local gp
- local Torsoz = char:findFirstChild("Torso")
- local RA = char:findFirstChild("Right Arm")
- local LA = char:findFirstChild("Left Arm")
- local RL = char:findFirstChild("Right Leg")
- local LL = char:findFirstChild("Left Leg")
- local H = char:findFirstChild("Head")
- local Hu = char:findFirstChild("Humanoid")
- local RS = Torsoz:findFirstChild("Right Shoulder")
- local LS = Torsoz:findFirstChild("Left Shoulder")
- local RH = Torsoz:findFirstChild("Right Hip")
- local LH = Torsoz:findFirstChild("Left Hip")
- local N = Torsoz:findFirstChild("Neck")
- local NV = Vector3.new(0,0,0)
- local FOV = 90
- local Shift, Space, Sitting = false,false,false
- local GravPoint = 0
- local Diving = false
- local DivingCooldown = 0
- local DivingDir = NV
- local DivingCF = CFrame.new(0,0,0)
- local DivingBG, DivingBV
- local HWallRunning = false
- local HWRGravDrop = false
- local HWRLastPart
- local HWRCooldown = 0
- local HWRDir
- local VWallRunning = false
- local VWRLastPart
- local VWRCooldown = 0
- local VWRLeft,VWRRight = false,false
- local Sliding = false
- local SlideCooldown = 0
- local Standing = true
- local Action = "Standing"
- local animplus = true
- local animspeed = 0
- local animangle = 0.01
- local Joint1, Joint2, Joint3, Joint4, Joint5
- for i, v in pairs(char:children()) do
- if (v.className == "LocalScript" and v.Name == "ParkourSkrip") or v.className == "NumberValue" or v.className == "BoolValue" or v.className == "Model" or v.Name == "Animate" then
- v:remove()
- end
- end
- local loadids = {112474909, 112474911, 112474909}
- local stamina = 250
- local maxstamina = 250
- local defsprint = 32
- local sprint = defsprint
- local pause = Instance.new("BoolValue", char)
- pause.Name = "Pause"
- pause.Value = false
- local flow = Instance.new("NumberValue", char)
- flow.Name = "Flow"
- flow.Value = 0
- local flowcooldown = 0
- local m = Instance.new("Model", char)
- m.Name = "FlowChainPartz"
- local P = Instance.new("Part")
- P.Name = "TrailPart"
- P.formFactor = "Custom"
- P.Size = Vector3.new(0.2,0.2,0.2)
- P.Locked = true
- P.Anchored = true
- P.CanCollide = false
- P.TopSurface = 0
- P.BottomSurface = 0
- script.Name = "ParkourSkrip"
- local hue = 0
- function HSV(H,S,V)
- H = H % 360
- local C = V * S
- local H2 = H/60
- local X = C * (1 - math.abs((H2 %2) -1))
- local color = Color3.new(0,0,0)
- if H2 <= 0 then
- color = Color3.new(C,0,0)
- elseif 0 <= H2 and H2 <= 1 then
- color = Color3.new(C,X,0)
- elseif 1 <= H2 and H2 <= 2 then
- color = Color3.new(X,C,0)
- elseif 2 <= H2 and H2 <= 3 then
- color = Color3.new(0,C,X)
- elseif 3 <= H2 and H2 <= 4 then
- color = Color3.new(0,X,C)
- elseif 4 <= H2 and H2 <= 5 then
- color = Color3.new(X,0,C)
- elseif 5 <= H2 and H2 <= 6 then
- color = Color3.new(C,0,X)
- end
- local m = V - C
- return Color3.new(color.r + m, color.g + m, color.b + m)
- end
- function GetWeld(weld)
- if weld:findFirstChild("XAngle") == nil then
- local a = Instance.new("NumberValue", weld)
- a.Name = "XAngle"
- end
- if weld:findFirstChild("YAngle") == nil then
- local a = Instance.new("NumberValue", weld)
- a.Name = "YAngle"
- end
- if weld:findFirstChild("ZAngle") == nil then
- local a = Instance.new("NumberValue", weld)
- a.Name = "ZAngle"
- end
- return weld.C0.p, Vector3.new(weld.XAngle.Value, weld.YAngle.Value, weld.ZAngle.Value)
- end
- function SetWeld(weld, i, loops, origpos,origangle, nextpos,nextangle)
- if weld:findFirstChild("XAngle") == nil then
- local a = Instance.new("NumberValue", weld)
- a.Name = "XAngle"
- end
- if weld:findFirstChild("YAngle") == nil then
- local a = Instance.new("NumberValue", weld)
- a.Name = "YAngle"
- end
- if weld:findFirstChild("ZAngle") == nil then
- local a = Instance.new("NumberValue", weld)
- a.Name = "ZAngle"
- end
- local tox,toy,toz = 0,0,0
- if origangle.x > nextangle.x then
- tox = -math.abs(origangle.x - nextangle.x) /loops*i
- else
- tox = math.abs(origangle.x - nextangle.x) /loops*i
- end
- if origangle.y > nextangle.y then
- toy = -math.abs(origangle.y - nextangle.y) /loops*i
- else
- toy = math.abs(origangle.y - nextangle.y) /loops*i
- end
- if origangle.z > nextangle.z then
- toz = -math.abs(origangle.z - nextangle.z) /loops*i
- else
- toz = math.abs(origangle.z - nextangle.z) /loops*i
- end
- local tox2,toy2,toz2 = 0,0,0
- if origpos.x > nextpos.x then
- tox2 = -math.abs(origpos.x - nextpos.x) /loops*i
- else
- tox2 = math.abs(origpos.x - nextpos.x) /loops*i
- end
- if origpos.y > nextpos.y then
- toy2 = -math.abs(origpos.y - nextpos.y) /loops*i
- else
- toy2 = math.abs(origpos.y - nextpos.y) /loops*i
- end
- if origpos.z > nextpos.z then
- toz2 = -math.abs(origpos.z - nextpos.z) /loops*i
- else
- toz2 = math.abs(origpos.z - nextpos.z) /loops*i
- end
- weld.XAngle.Value = origangle.x + tox
- weld.YAngle.Value = origangle.y + toy
- weld.ZAngle.Value = origangle.z + toz
- weld.C0 = CFrame.new(origpos.x + tox2,origpos.y + toy2,origpos.z + toz2) * CFrame.Angles(origangle.x + tox,origangle.y + toy,origangle.z + toz)
- end
- function LoadTextures()
- local pls = game:service("ContentProvider")
- for i, v in pairs(loadids) do
- pls:Preload("http://www.roblox.com/asset/?id="..v)
- wait(0.04)
- end
- end
- LoadTextures()
- function CreateGui()
- for i, v in pairs(player.PlayerGui:children()) do
- if v.className == "ScreenGui" and v.Name == "staminaGui" then
- v:remove()
- end
- end
- local g = Instance.new("ScreenGui", player.PlayerGui)
- g.Name = "staminaGui"
- local c = Instance.new("Frame", g)
- c.Visible = false
- c.Size = UDim2.new(0,86,0,320)
- c.BackgroundTransparency = 1
- c.Position = UDim2.new(1,-96,0.5,-160)
- c.Name = "Container"
- local t = Instance.new("TextLabel", c)
- t.Size = UDim2.new(0,0,-0.1,0)
- t.Position = UDim2.new(643,0,0.5,0)
- t.TextXAlignment = "Right"
- t.Font = "ArialBold"
- t.TextTransparency = 0.1
- t.TextColor3 = Color3.new(0,0.6,0.8)
- t.TextStrokeColor3 = Color3.new(0,0.2,0.8)
- t.TextStrokeTransparency = 0.3
- t.FontSize = 6
- t.BackgroundTransparency = 1
- local t2 = t:Clone()
- t2.Parent = c
- t2.Size = UDim2.new(0,0,0.1,0)
- local l = t:Clone()
- l.Parent = c
- l.Size = UDim2.new(0,0,0,0)
- l.Text = "-----"
- local f1 = Instance.new("Frame", c)
- f1.Name = "Backing"
- f1.ClipsDescendants = true
- f1.Size = UDim2.new(1,0,0,0)
- f1.BackgroundColor3 = Color3.new(0.8,0,0)
- f1.BackgroundTransparency = 1
- local f1img = Instance.new("ImageLabel", f1)
- f1img.BackgroundTransparency = 1
- f1img.Image = "http://www.roblox.com/asset/?id=536 "
- f1img.Size = UDim2.new(1,0,0,c.Size.Y.Offset)
- local f2 = Instance.new("Frame", c)
- f2.Name = "Overlay"
- f2.ClipsDescendants = true
- f2.Size = UDim2.new(1,0,1,0)
- f2.BackgroundColor3 = Color3.new(0,0,0.8)
- f2.BackgroundTransparency = 1
- local f2img = Instance.new("ImageLabel", f2)
- f2img.BackgroundTransparency = 1
- f2img.Image = "http://www.roblox.com/asset/?id=45"
- f2img.Size = UDim2.new(1,0,0,c.Size.Y.Offset)
- function Calculate()
- local ysize = c.Size.Y.Offset
- local per = (stamina/maxstamina) * c.Size.Y.Offset
- local rem = (-(stamina/maxstamina-1)) * c.Size.Y.Offset
- f1.Size = UDim2.new(1,0,0,rem)
- f2.Size = UDim2.new(1,0,0,per)
- f2.Position = UDim2.new(0,0,0,rem)
- f2img.Position = UDim2.new(0,0,0,-rem)
- t.Text = math.floor(stamina)
- t2.Text = maxstamina
- end
- Calculate()
- wait(0.01)
- c.Visible = true
- end
- CreateGui()
- player.CharacterAdded:connect(function()
- char = player.Character
- Torsoz = char:findFirstChild("Torso")
- RA = char:findFirstChild("Right Arm")
- LA = char:findFirstChild("Left Arm")
- RL = char:findFirstChild("Right Leg")
- LL = char:findFirstChild("Left Leg")
- H = char:findFirstChild("Head")
- Hu = char:findFirstChild("Humanoid")
- RS = Torsoz:findFirstChild("Right Shoulder")
- LS = Torsoz:findFirstChild("Left Shoulder")
- RH = Torsoz:findFirstChild("Right Hip")
- LH = Torsoz:findFirstChild("Left Hip")
- N = Torsoz:findFirstChild("Neck")
- stamina = maxstamina
- CreateGui()
- end)
- function RAY(pos, dir, startpos, endpos, distleft, collidedlist)
- collidedlist = collidedlist or {char}
- startpos = startpos or pos
- distleft = distleft or dir.unit * dir.magnitude
- endpos = endpos or pos + distleft
- local ray = Ray.new(pos, distleft)
- local hitz,enz = workspace:FindPartOnRayWithIgnoreList(ray, collidedlist)
- --[[
- local p = P:Clone()
- p.Parent = char
- p.Size = Vector3.new(0.4,0.4,0.4)
- p.BrickColor = BrickColor.new("Lime green")
- p.CanCollide = false
- p.CFrame = CFrame.new(enz)
- p.Transparency = 0.3
- ]]
- if hitz ~= nil then
- if hitz.CanCollide == false then
- table.insert(collidedlist, hitz)
- local newpos = enz
- local newdistleft = distleft - (dir.unit * (pos - newpos).magnitude)
- if newdistleft ~= NV then
- return RAY(newpos-(dir*0.01), dir, startpos, endpos, newdistleft+(dir*0.01), collidedlist)
- end
- end
- end
- return hitz, enz, ray
- end
- function Sit()
- Standing = false
- local hitz,enz = RAY(Torsoz.Position, Vector3.new(0,-4.1,0))
- local tordir = Vector3.new(Torsoz.CFrame.lookVector.x,0,Torsoz.CFrame.lookVector.z)
- if (hitz ~= nil and hitz.CanCollide == true) then
- local cf = CFrame.new(enz+Vector3.new(0,1.28,0), enz+Vector3.new(0,1.28,0)+tordir) * CFrame.Angles(math.pi/6,0,0)
- local hitz2,enz2 = RAY(enz+Vector3.new(0,2.25,0), tordir*-2.2)
- Hu.PlatformStand = true
- Torsoz.CFrame = cf
- local bp = Instance.new("BodyPosition", Torsoz)
- bp.Name = "StaminaBodyObject"
- bp.maxForce = Vector3.new(1/0,1/0,1/0)
- bp.D = 100
- bp.position = cf.p
- local bg = Instance.new("BodyGyro", Torsoz)
- bg.Name = "StaminaBodyObject"
- bg.maxTorque = Vector3.new(1/0,1/0,1/0)
- bg.cframe = cf
- bg.D = 100
- SetWeld(Joint1,1,1, NV,NV, Vector3.new(0.34,-1,0.2), Vector3.new((math.pi/2)-(math.pi/6),0,math.pi/8))
- SetWeld(Joint2,1,1, NV,NV, Vector3.new(-0.34,-1,0.2), Vector3.new((math.pi/2)-(math.pi/6),0,-math.pi/8))
- if hitz2 ~= nil and hitz2.CanCollide == true then
- Joint3.C0 = CFrame.new(0.9,0.4,-0.45) * CFrame.Angles(0,math.pi/2.13,0) * CFrame.Angles(math.pi/2.3,0,0)
- Joint4.C0 = CFrame.new(-0.9,0.4,-0.4) * CFrame.Angles(0,-math.pi/2.05,0) * CFrame.Angles(math.pi/2.3,0,0)
- Joint5.C0 = CFrame.new(0,1,0) * CFrame.Angles(-math.pi/8.8,0,0)
- else
- SetWeld(Joint3,1,1, NV,NV, Vector3.new(1.4,0.4,0.1), Vector3.new(-(math.pi/6)-(math.pi/10),0,math.pi/9))
- SetWeld(Joint4,1,1, NV,NV, Vector3.new(-1.4,0.4,0.1), Vector3.new(-(math.pi/6)-(math.pi/10),0,-math.pi/9))
- SetWeld(Joint5,1,1, NV,NV, Vector3.new(0,1,0), Vector3.new(-math.pi/12,0,0))
- end
- Sitting = true
- Action = "Sitting"
- end
- end
- function Stand()
- Hu.PlatformStand = false
- if Sitting == true then
- local tordir = Torsoz.Position + (Torsoz.CFrame.lookVector*10000)
- local cf = CFrame.new(Torsoz.Position + Vector3.new(0,1.8,0), Vector3.new(tordir.x,Torsoz.Position.y,tordir.z))
- Torsoz.CFrame = cf
- end
- for i, v in pairs(Torsoz:children()) do
- if v.Name == "StaminaBodyObject" then
- v:remove()
- end
- end
- RH.Part0 = nil
- LH.Part0 = nil
- RS.Part0 = nil
- LS.Part0 = nil
- Joint1.Part0 = Torsoz
- Joint1.Part1 = RL
- Joint1.C0 = CFrame.new(0.5,-1,0)
- Joint1.C1 = CFrame.new(0,1,0)
- Joint2.Part0 = Torsoz
- Joint2.Part1 = LL
- Joint2.C0 = CFrame.new(-0.5,-1,0)
- Joint2.C1 = CFrame.new(0,1,0)
- Joint3.Part0 = Torsoz
- Joint3.Part1 = RA
- Joint3.C0 = CFrame.new(1.5,0.5,0)
- Joint3.C1 = CFrame.new(0,0.5,0)
- Joint4.Part0 = Torsoz
- Joint4.Part1 = LA
- Joint4.C0 = CFrame.new(-1.5,0.5,0)
- Joint4.C1 = CFrame.new(0,0.5,0)
- Joint5.Part0 = Torsoz
- Joint5.Part1 = H
- Joint5.C0 = CFrame.new(0,1,0)
- Joint5.C1 = CFrame.new(0,-0.5,0)
- Sitting = false
- Diving = false
- Standing = true
- Action = "Standing"
- end
- --------------------------------------- Dive ----------------------------------
- function Dive()
- stamina = stamina - 10
- flow.Value = flow.Value + 10
- if flow.Value > 100 then
- flow.Value = 100
- end
- Standing = false
- local dir = Vector3.new(Torsoz.CFrame.lookVector.x,0,Torsoz.CFrame.lookVector.z)
- GravPoint = -10
- DivingDir = dir
- local cf = CFrame.new(Torsoz.Position, dir+Vector3.new(0,Torsoz.Position.y,0))
- DivingCF = cf
- DivingDir = dir
- Hu.PlatformStand = true
- local bv = Instance.new("BodyVelocity", Torsoz)
- bv.Name = "StaminaBodyObject"
- bv.maxForce = Vector3.new(1/0,1/0,1/0)
- bv.velocity = Vector3.new(DivingDir.x*24,GravPoint,DivingDir.z*24)
- DivingBV = bv
- local bg = Instance.new("BodyGyro", Torsoz)
- bg.Name = "StaminaBodyObject"
- bg.maxTorque = Vector3.new(1/0,1/0,1/0)
- bg.cframe = CFrame.new(Torsoz.Position, Torsoz.Position+bv.velocity) * CFrame.Angles(-math.pi/2,0,0)
- bg.D = 100
- DivingBG = bg
- local joint = Joint3
- joint.C1 = CFrame.new(0,0.5,0)
- local joint2 = Joint4
- joint2.C1 = CFrame.new(0,0.5,0)
- local joint3 = Joint1
- joint3.C1 = CFrame.new(0,1,0)
- local joint4 = Joint2
- joint4.C1 = CFrame.new(0,1,0)
- local joint5 = Joint5
- Diving = true
- Action = "Diving"
- for i = 1, 8 do
- SetWeld(joint,i,8, Vector3.new(1.5,0.5,0), NV, Vector3.new(1.45,0.5,0.1), Vector3.new(-0.2,-math.pi/9,math.pi/13))
- SetWeld(joint2,i,8, Vector3.new(-1.5,0.5,0), NV, Vector3.new(-1.45,0.5,0.1), Vector3.new(-0.2,math.pi/9,-math.pi/13))
- SetWeld(joint3,i,8, Vector3.new(0.5,-1,0), NV, Vector3.new(0.5,-1,0.03), Vector3.new(-0.2,-math.pi/10,math.pi/14))
- SetWeld(joint4,i,8, Vector3.new(-0.5,-1,0), NV, Vector3.new(-0.5,-1,0.03), Vector3.new(-0.2,math.pi/10,-math.pi/14))
- SetWeld(joint5,i,8, Vector3.new(0,1,0), NV, Vector3.new(0,1,0), Vector3.new(0.45,0,0))
- wait(0.025)
- end
- local counter = 0
- while Diving == true do
- counter = counter + 1
- bg.Parent = Torsoz
- local hitz, enz = RAY(Torsoz.Position, bv.velocity.unit*4.6)
- if hitz ~= nil and hitz.CanCollide == true then
- local hitz2, enz2 = RAY(Torsoz.Position, Vector3.new(0,-4,0))
- if hitz2 ~= nil then
- Diving = "Rolling"
- Action = "DiveRolling"
- else
- Torsoz.CFrame = Torsoz.CFrame * CFrame.new(0,-0.3,0)
- Torsoz.Velocity = NV
- flow.Value = 0
- break
- end
- end
- if counter > 190 then
- break
- end
- wait(0.02)
- end
- bv.velocity = (dir*20) + Vector3.new(0,-0.5,0)
- local bgcf = bg.cframe
- local haslanded = false
- local count = 0
- while haslanded == false do
- bg.cframe = bgcf * CFrame.Angles(-0.3*count,0,0)
- local hitz, enz = RAY(Torsoz.Position, ((Torsoz.CFrame*CFrame.new(0,-1,0)).p - Torsoz.CFrame.p).unit*1.6)
- if hitz ~= nil and hitz.CanCollide == true then
- haslanded = true
- end
- local hitz2, enz2 = RAY(Torsoz.Position, Vector3.new(0,-3.8,0))
- if hitz2 == nil then
- Torsoz.Velocity = NV
- break
- elseif haslanded == true then
- local bp = Instance.new("BodyPosition", Torsoz)
- bp.Name = "StaminaJumpFix"
- bp.maxForce = Vector3.new(0,1/0,0)
- bp.P = 7000
- bp.position = enz2 + Vector3.new(0,2.8,0)
- game:service("Debris"):AddItem(bp, 0.3)
- else
- bv.velocity = (dir*20) + Vector3.new(0,-(Torsoz.Position - enz2).magnitude*3,0)
- end
- count = count + 1
- if count <= 6 then
- local i = count
- local j1,j1a = GetWeld(joint)
- local j2,j2a = GetWeld(joint2)
- local j3,j3a = GetWeld(joint3)
- local j4,j4a = GetWeld(joint4)
- local j5,j5a = GetWeld(joint5)
- SetWeld(joint,i,6, j1,j1a, Vector3.new(1.35,0.5,-0.2), Vector3.new(math.pi/2.6,0,-math.pi/5.8))
- SetWeld(joint2,i,6, j2,j2a, Vector3.new(-1.35,0.5,-0.2), Vector3.new(math.pi/2.6,0,math.pi/5.8))
- SetWeld(joint3,i,6, j3,j3a, Vector3.new(0.51,0.4,-0.6), Vector3.new(-0.1,0,0.05))
- SetWeld(joint4,i,6, j4,j4a, Vector3.new(-0.51,0.4,-0.6), Vector3.new(-0.1,0,-0.05))
- SetWeld(joint5,i,6, j5,j5a, Vector3.new(0,1,0), Vector3.new(-0.4,0,0))
- elseif count >= 50 then
- break
- end
- wait(0.02)
- end
- Torsoz.Velocity = NV
- Stand()
- DivingCooldown = 9
- end
- function FindSurface(part, position)
- local obj = part.CFrame:pointToObjectSpace(position)
- local siz = part.Size/2
- for i,v in pairs(Enum.NormalId:GetEnumItems()) do
- local vec = Vector3.FromNormalId(v)
- local wvec = part.CFrame:vectorToWorldSpace(vec)
- local vz = (obj)/(siz*vec)
- if (math.abs(vz.X-1) < 0.01 or math.abs(vz.Y-1) < 0.01 or math.abs(vz.Z-1) < 0.01) then
- return wvec,vec
- end
- end
- if part.className == "WedgePart" then
- return part.CFrame:vectorToWorldSpace(Vector3.new(0,0.707,-0.707)), Vector3.new(0,0.707,-0.707)
- end
- end
- function HWallRun(part, pos, side)
- if (part.className == "Part" and part.Shape == Enum.PartType.Block) or part.className ~= "Part" then
- flow.Value = flow.Value + 9
- Standing = false
- HWallRunning = true
- Action = "HWallRunning"
- GravPoint = 10
- HWRLastPart = part
- local dir, dirc = FindSurface(part, pos)
- towall = -dir
- dir = (CFrame.new(NV, dir) * CFrame.Angles(0,side,0)).lookVector
- local bv = Instance.new("BodyVelocity", Torsoz)
- bv.Name = "StaminaBodyObject"
- bv.maxForce = Vector3.new(1/0,1/0,1/0)
- bv.P = 9000
- bv.velocity = (dir*(sprint-0.5)) + Vector3.new(0,GravPoint,0)
- local bg = Instance.new("BodyGyro", Torsoz)
- bg.Name = "StaminaBodyObject"
- bg.maxTorque = Vector3.new(1/0,1/0,1/0)
- bg.cframe = CFrame.new(Torsoz.Position+(towall*-2), Torsoz.Position) * CFrame.Angles(0,-side,-side/4.2)
- bg.D = 100
- local sid = Instance.new("Snap")
- local joint1 = Joint3
- if side == -math.pi/2 then
- SetWeld(joint1,1,1, NV,NV, Vector3.new(1.5,0.5,0), Vector3.new(math.pi/1.3,0.1,math.pi/2.5))
- else
- sid = joint1
- SetWeld(joint1,1,1, NV,NV, Vector3.new(1.4,0.6,0), Vector3.new(-math.pi/12,0,math.pi/7))
- end
- local j1c0 = joint1.C0
- local joint2 = Joint4
- if side == math.pi/2 then
- SetWeld(joint2,1,1, NV,NV, Vector3.new(-1.5,0.5,0), Vector3.new(math.pi/1.3,-0.1,-math.pi/2.5))
- else
- sid = joint2
- SetWeld(joint2,1,1, NV,NV, Vector3.new(-1.4,0.6,0), Vector3.new(-math.pi/12,0,-math.pi/7))
- end
- local j2c0 = joint2.C0
- local joint3 = Joint1
- joint3.C1 = CFrame.new(0,1,0)
- if side == -math.pi/2 then
- SetWeld(joint3,1,1, NV,NV, Vector3.new(0.5,-0.38,-0.3), Vector3.new(0,math.pi/2,0.14))
- else
- SetWeld(joint3,1,1, NV,NV, Vector3.new(0.5,-0.8,-0.2), Vector3.new(0,math.pi/2,0.2))
- end
- local joint4 = Joint2
- joint4.C1 = CFrame.new(0,1,0)
- if side == -math.pi/2 then
- SetWeld(joint4,1,1, NV,NV, Vector3.new(-0.5,-0.8,-0.2), Vector3.new(0,0,0.2))
- else
- SetWeld(joint4,1,1, NV,NV, Vector3.new(-0.5,-0.38,-0.3), Vector3.new(0,0,0.14))
- end
- local joint5 = Joint5
- SetWeld(joint5,1,1,NV,NV,Vector3.new(0,0.9,0),Vector3.new(0,0,side/7))
- Torsoz.CFrame = CFrame.new(pos+(towall*-2), pos) * CFrame.Angles(0,-side,-side/2.2)
- bg.cframe = CFrame.new(pos+(towall*-2), pos) * CFrame.Angles(0,-side,-side/2.2)
- local aniangle = 0
- local aniplus = true
- local aniangle2 = 0
- local aniplus2 = true
- local prevpart = part
- HWRLastPart = part
- while HWallRunning == true do
- if aniangle > math.pi then
- aniplus = false
- elseif aniangle < -math.pi then
- aniplus = true
- end
- if aniplus == true then
- aniangle = aniangle + 0.95
- elseif aniplus == false then
- aniangle = aniangle - 0.95
- end
- if aniangle2 > math.pi then
- aniplus2 = false
- elseif aniangle2 < -math.pi then
- aniplus2 = true
- end
- if aniplus2 == true then
- aniangle2 = aniangle2 + 0.23
- elseif aniplus2 == false then
- aniangle2 = aniangle2 - 0.23
- end
- Hu.PlatformStand = true
- local hitz, enz = RAY(Torsoz.Position, Vector3.new(0,-3,0))
- local hitz2, enz2 = RAY(Torsoz.Position, towall*3.4)
- --- if player ends wall run on ground
- if hitz ~= nil and hitz.CanCollide == true then
- bg.cframe = CFrame.new(enz2+(towall*-2), enz2) * CFrame.Angles(0,-side,0)
- local offset = (bg.cframe.p.y+enz2.y) - bg.cframe.p.y
- Torsoz.CFrame = CFrame.new(Vector3.new(bg.cframe.p.x,offset,bg.cframe.p.z), enz2) * CFrame.Angles(0,-side,0)
- Torsoz.Velocity = NV
- break
- end
- ---- if new wall found --------
- if hitz2 ~= nil and hitz2.CanCollide == true then
- if hitz2 ~= prevpart then
- local direct = CFrame.new(Torsoz.Position, Torsoz.Position+dir) * CFrame.Angles(0,side,0)
- local hitz3, enz3 = RAY(Torsoz.Position, (direct * CFrame.Angles(0,-side/2.3,0)).lookVector*4)
- if hitz3 ~= nil then
- Torsoz.CFrame = CFrame.new(enz2+(towall*-2), enz2) * CFrame.Angles(0,-side*1.1,-side/2.2)
- bg.cframe = CFrame.new(enz2+(towall*-2), enz2) * CFrame.Angles(0,-side*1.1,-side/2.2)
- dir, dirc = FindSurface(hitz2, enz2)
- towall = -dir
- dir = (CFrame.new(NV, dir) * CFrame.Angles(0,side,0)).lookVector
- prevpart = hitz2
- HWRLastPart = hitz2
- else
- ---- if player fails to find new wall to run on
- Torsoz.CFrame = CFrame.new(Torsoz.Position, Torsoz.Position+dir)
- bg.cframe = CFrame.new(Torsoz.Position, Torsoz.Position+dir)
- Torsoz.Velocity = NV
- HWRCooldown = 8
- break
- end
- end
- --- continue to wall run
- Torsoz.CFrame = CFrame.new(enz2+(towall*-2), enz2) * CFrame.Angles(0,-side,-side/2.2)
- bg.cframe = CFrame.new(enz2+(towall*-2), enz2) * CFrame.Angles(0,-side,-side/2.2)
- else
- ---- if player ends wall run at end of wall
- Torsoz.CFrame = CFrame.new(Torsoz.Position, Torsoz.Position+dir)
- bg.cframe = CFrame.new(Torsoz.Position, Torsoz.Position+dir)
- Torsoz.Velocity = NV
- HWRCooldown = 8
- break
- end
- local hitz3, enz3 = RAY(Torsoz.Position, Torsoz.CFrame.lookVector*2)
- if hitz3 ~= nil and hitz3.CanCollide == true then
- Torsoz.CFrame = CFrame.new(Torsoz.Position, Torsoz.Position+dir)
- bg.cframe = CFrame.new(Torsoz.Position, Torsoz.Position+dir)
- Torsoz.Velocity = NV
- HWRCooldown = 8
- break
- end
- bv.Parent = Torsoz
- bv.velocity = (dir*(sprint-0.5)) + Vector3.new(0,GravPoint,0)
- bg.cframe = bg.cframe * CFrame.Angles(aniangle/80,aniangle/80,0)
- Torsoz.CFrame = Torsoz.CFrame * CFrame.Angles(aniangle/80,aniangle/80,0)
- local j3,j3a = GetWeld(joint3)
- local j4,j4a = GetWeld(joint4)
- SetWeld(joint3,1,1, j3,j3a, j3,Vector3.new(-0.2+(aniangle/4),0,0))
- SetWeld(joint4,1,1, j4,j4a, j4,Vector3.new(-0.2+(-aniangle/4),0,0))
- if side == math.pi/2 then
- local j1,j1a = GetWeld(joint1)
- SetWeld(joint1,1,1, j1,j1a, j1, Vector3.new(0,0,0.8+(aniangle2/14)))
- else
- local j2,j2a = GetWeld(joint2)
- SetWeld(joint2,1,1, j2,j2a, j2, Vector3.new(0,0,-0.8-(aniangle2/14)))
- end
- wait(0.025)
- if GravPoint < -100 then
- bg.cframe = CFrame.new(enz2+(towall*-2), enz2) * CFrame.Angles(0,-side,0)
- local offset = math.abs((bg.cframe.p.y+enz2.y) - bg.cframe.p.y)
- Torsoz.CFrame = CFrame.new(Vector3.new(bg.cframe.p.x,offset,bg.cframe.p.z), enz2) * CFrame.Angles(0,-side,0)
- break
- end
- end
- if HWallRunning == "Jumping" then
- HWRCooldown = 6
- joint1.C1 = CFrame.new(0,0.5,0)
- joint2.C1 = CFrame.new(0,0.5,0)
- if side == -math.pi/2 then
- joint2.C0 = CFrame.new(-1.35,0.5,0) * CFrame.Angles(0,side/2.4,-math.pi/3)
- else
- joint2.C0 = CFrame.new(-1.35,0.5,0) * CFrame.Angles(0,side/2.4,-math.pi/4)
- end
- joint3.C1 = CFrame.new(0,1,0)
- if side == -math.pi/2 then
- joint3.C0 = CFrame.new(0.5,-0.8,0) * CFrame.Angles(0,math.pi+(side/2.4),-math.pi/4)
- else
- joint3.C0 = CFrame.new(0.5,-0.8,0) * CFrame.Angles(0,(side/2.4),math.pi/4)
- end
- joint4.C1 = CFrame.new(0,1,0)
- if side == -math.pi/2 then
- joint4.C0 = CFrame.new(-0.5,-0.8,0) * CFrame.Angles(0,math.pi+(side/2.4),math.pi/4)
- else
- joint4.C0 = CFrame.new(-0.5,-0.8,0) * CFrame.Angles(0,(side/2.4),-math.pi/4)
- end
- local joint5 = Joint5
- joint5.C1 = CFrame.new(0,-0.5,0) * CFrame.Angles(0,side/2.4,0)
- joint5.C0 = CFrame.new(0,1,0)
- local j1,j1a = GetWeld(joint1)
- local j2,j2a = GetWeld(joint2)
- local j3,j3a = GetWeld(joint3)
- local j4,j4a = GetWeld(joint4)
- local j5,j5a = GetWeld(joint5)
- GravPoint = 26
- local collidecount = 0
- local bgangle = side/2
- local count = 1
- local dir2 = (CFrame.new(NV, dir) * CFrame.Angles(0,-side/2.4,0)).lookVector
- HWRDir = dir2
- bv.velocity = (dir2*(sprint+5)) + Vector3.new(0,GravPoint,0)
- while HWallRunning == "Jumping" do
- local hitz, enz = RAY(Torsoz.Position, Vector3.new(0,-4,0))
- local hitz2, enz2 = RAY(Torsoz.Position, dir2*1.4)
- if hitz ~= nil and hitz.CanCollide == true then
- local offset = math.abs(enz.y - Torsoz.CFrame.p.y)
- Torsoz.CFrame = CFrame.new(enz+Vector3.new(0,2.9,0), enz+Vector3.new(0,2.9,0)+dir2)
- Torsoz.Velocity = NV
- break
- end
- if hitz2 ~= nil and hitz2.CanCollide == true then
- collidecount = collidecount + 1
- if collidecount == 4 then
- Torsoz.CFrame = CFrame.new(Torsoz.Position, Torsoz.Position+dir2) * CFrame.new(0,0,0.4)
- Torsoz.Velocity = Vector3.new(0,Torsoz.Velocity.y,0)
- HWRCooldown = 5
- VWRCooldown = 5
- wait(0.02)
- break
- end
- end
- if side/2 > 0 then
- if bgangle > 0.2 then
- bgangle = bgangle - 0.055
- end
- else
- if bgangle < -0.2 then
- bgangle = bgangle + 0.055
- end
- end
- if count <= 5 then
- if side == -math.pi/2 then
- SetWeld(joint1,count,5, j1,j1a, Vector3.new(1.35,0.5,0), Vector3.new(0,side/2.4,math.pi/4))
- SetWeld(joint2,count,5, j2,j2a, Vector3.new(-1.35,0.5,0), Vector3.new(0,side/2.4,-math.pi/3))
- SetWeld(joint3,count,5, j3,j3a, Vector3.new(0.5,-0.8,0), Vector3.new(0,-side/1.7,0))
- joint3.C0 = joint3.C0 * CFrame.Angles((-math.pi/4)/5*count,0,0)
- SetWeld(joint4,count,5, j4,j4a, Vector3.new(-0.5,-0.8,0), Vector3.new(0,-side/1.7,0))
- joint4.C0 = joint4.C0 * CFrame.Angles((math.pi/4)/5*count,0,0)
- else
- SetWeld(joint1,count,5, j1,j1a, Vector3.new(1.35,0.5,0), Vector3.new(0,side/2.4,math.pi/3))
- SetWeld(joint2,count,5, j2,j2a, Vector3.new(-1.35,0.5,0), Vector3.new(0,side/2.4,-math.pi/4))
- SetWeld(joint3,count,5, j3,j3a, Vector3.new(0.5,-0.8,0), Vector3.new(0,-side/1.7,0))
- joint3.C0 = joint3.C0 * CFrame.Angles((math.pi/4)/5*count,0,0)
- SetWeld(joint4,count,5, j4,j4a, Vector3.new(-0.5,-0.8,0), Vector3.new(0,-side/1.7,0))
- joint4.C0 = joint4.C0 * CFrame.Angles((-math.pi/4)/5*count,0,0)
- end
- count = count + 1
- end
- bg.Parent = Torsoz
- bg.cframe = CFrame.new(NV, dir) * CFrame.Angles(0,side/15,-bgangle)
- bv.velocity = (dir2*(sprint+5)) + Vector3.new(0,GravPoint,0)
- if collidecount ~= 0 then
- bv.velocity = Vector3.new(0,bv.velocity.y,0)
- end
- if GravPoint < -120 then
- break
- end
- wait(0.025)
- end
- end
- Hu.PlatformStand = false
- bv:remove()
- HWRGravDrop = false
- Stand()
- HWallRunning = false
- end
- end
- function VWR(part, pos)
- if (part.className == "Part" and part.Shape == Enum.PartType.Block) or part.className ~= "Part" then
- print("VWR Activated")
- flow.Value = flow.Value + 9
- Standing = false
- VWallRunning = true
- Action = "VWallRunning"
- GravPoint = 0
- local percent = 1
- VWRLastPart = part
- local dir, dirc = FindSurface(part, pos)
- towall = -dir
- dir = (CFrame.new(NV, -dir) * CFrame.Angles(math.pi/2,0,0)).lookVector
- --[[
- local p = P:Clone()
- p.Parent = char
- p.Size = Vector3.new(2,2,2)
- p.BrickColor = BrickColor.new("Lime green")
- p.CanCollide = false
- p.CFrame = part.CFrame * CFrame.new(dirc*5)
- p.Transparency = 0.3
- ]]
- local bv = Instance.new("BodyVelocity", Torsoz)
- bv.Name = "StaminaBodyObject"
- bv.maxForce = Vector3.new(1/0,1/0,1/0)
- bv.P = 9000
- bv.velocity = (dir*(sprint-1))*percent
- local bg = Instance.new("BodyGyro", Torsoz)
- bg.Name = "StaminaBodyObject"
- bg.maxTorque = Vector3.new(1/0,1/0,1/0)
- bg.D = 100
- local posi = pos + (-towall*1.8)
- bg.cframe = CFrame.new(posi, posi+towall) * CFrame.Angles((math.pi/5),0,0)
- Torsoz.CFrame = CFrame.new(posi, posi+towall) * CFrame.Angles((math.pi/5),0,0)
- local joint1 = Joint3
- SetWeld(joint1,1,1, NV,NV, Vector3.new(1.4,0.45,-0.1), Vector3.new(-math.pi/3.2,0,math.pi/8))
- local joint2 = Joint4
- SetWeld(joint2,1,1, NV,NV, Vector3.new(-1.4,0.45,-0.1), Vector3.new(-math.pi/3.2,0,-math.pi/8))
- local joint3 = Joint1
- SetWeld(joint3,1,1, NV,NV, Vector3.new(0.48,-0.6,-0.1), Vector3.new(0,math.pi/2,0))
- joint3.C1 = CFrame.new(0,0.7,0.2) * CFrame.Angles(0,math.pi/2,0)
- local joint4 = Joint2
- SetWeld(joint4,1,1, NV,NV, Vector3.new(-0.48,-0.6,-0.1), Vector3.new(0,math.pi/2,0))
- joint4.C1 = CFrame.new(0,0.7,0.2) * CFrame.Angles(0,math.pi/2,0)
- local joint5 = Joint5
- SetWeld(joint5,1,1, NV,NV, Vector3.new(0,1,0), Vector3.new(math.pi/20,0,0))
- local aniangle = 0
- local aniplus = true
- while VWallRunning == true do
- local hitz, enz = RAY(Torsoz.Position, towall*2.1)
- local hitz2, enz2 = RAY(Torsoz.Position, (CFrame.new(NV,towall)*CFrame.Angles(math.pi/2,0,0)).lookVector*2.4)
- if aniangle > math.pi then
- aniplus = false
- elseif aniangle < -math.pi then
- aniplus = true
- end
- if aniplus == true then
- aniangle = aniangle + (1.3*(percent+0.2))
- elseif aniplus == false then
- aniangle = aniangle - (1.3*(percent+0.2))
- end
- bv.velocity = (dir*(sprint-1))*percent
- if VWRLeft == true then
- bv.velocity = bv.velocity + ((CFrame.new(NV, towall) * CFrame.Angles(0,math.pi/2,0)).lookVector * (11*percent+5))
- end
- if VWRRight == true then
- bv.velocity = bv.velocity - ((CFrame.new(NV, towall) * CFrame.Angles(0,math.pi/2,0)).lookVector * (11*percent+5))
- end
- bg.cframe = CFrame.new(posi, posi+towall) * CFrame.Angles((math.pi/5),0,0) * CFrame.Angles(0,aniangle/60,0)
- SetWeld(joint1,1,1, NV,NV, Vector3.new(1.4,0.45,-0.1), Vector3.new(-math.pi/3.2,aniangle/52,(math.pi/8)+(aniangle/30)))
- SetWeld(joint2,1,1, NV,NV, Vector3.new(-1.4,0.45,-0.1), Vector3.new(-math.pi/3.2,aniangle/52,(-math.pi/8)+(-aniangle/30)))
- SetWeld(joint3,1,1, NV,NV, Vector3.new(0.51,-0.75,-(aniangle/30)), Vector3.new(0,math.pi/2,(aniangle/8)-0.3))
- SetWeld(joint4,1,1, NV,NV, Vector3.new(-0.51,-0.75,(aniangle/30)), Vector3.new(0,math.pi/2,(-aniangle/8)-0.3))
- if hitz == nil then
- local lv = Torsoz.Position + (Torsoz.CFrame.lookVector*100)
- Torsoz.CFrame = CFrame.new(Torsoz.Position, Vector3.new(lv.x,Torsoz.Position.y,lv.z))
- break
- end
- if hitz2 ~= nil then
- percent = 0
- VWallRunning = "Falling"
- Action = "VWRFalling"
- GravPoint = -7
- break
- end
- wait(0.02)
- percent = percent - 0.028
- if percent <= 0.15 then
- VWallRunning = "Falling"
- Action = "VWRFalling"
- end
- end
- -------------------------- Falling from VWR ------------------------------
- if VWallRunning == "Falling" then
- GravPoint = GravPoint - 1
- local dirpos = (-towall *5) + Vector3.new(0,GravPoint,0)
- bv.velocity = CFrame.new(NV, dirpos).lookVector * dirpos.magnitude
- local j1,j1a = GetWeld(joint1)
- local j2,j2a = GetWeld(joint2)
- local j3,j3a = GetWeld(joint3)
- local j4,j4a = GetWeld(joint4)
- local j5,j5a = GetWeld(joint5)
- local counter = 0
- while VWallRunning == "Falling" do
- counter = counter + 1
- local hitz, enz = RAY(H.Position, Vector3.new(0,-2.4,0))
- dirpos = (-towall *5) + Vector3.new(0,GravPoint,0)
- bv.velocity = CFrame.new(NV, dirpos).lookVector * dirpos.magnitude
- if VWRLeft == true then
- bv.velocity = bv.velocity + ((CFrame.new(NV, towall) * CFrame.Angles(0,math.pi/2,0)).lookVector * 9)
- end
- if VWRRight == true then
- bv.velocity = bv.velocity - ((CFrame.new(NV, towall) * CFrame.Angles(0,math.pi/2,0)).lookVector * 9)
- end
- bg.cframe = CFrame.new(NV, (-towall*30) + Vector3.new(0,GravPoint,0)) * CFrame.Angles(-math.pi/2.55,math.pi,0)
- if counter <= 35 then
- SetWeld(joint1,counter,35, j1,j1a, Vector3.new(1.4,0.45,-0.1), Vector3.new(math.pi/9,0,math.pi/9))
- SetWeld(joint2,counter,35, j2,j2a, Vector3.new(-1.4,0.45,-0.1), Vector3.new(math.pi/9,0,-math.pi/9))
- SetWeld(joint3,counter,35, j3,j3a, Vector3.new(0.5,-0.75,0), Vector3.new(0,math.pi/2,math.pi/9))
- joint3.C1 = CFrame.new(0,0.7 + (0.3/35*counter),0.2 - (0.2/35*counter)) * CFrame.Angles(0,math.pi/2,0)
- SetWeld(joint4,counter,35, j4,j4a, Vector3.new(-0.5,-0.75,0), Vector3.new(0,math.pi/2,math.pi/9))
- joint4.C1 = CFrame.new(0,0.7 + (0.3/35*counter),0.2 - (0.2/35*counter)) * CFrame.Angles(0,math.pi/2,0)
- SetWeld(joint5,counter,35, j5,j5a, Vector3.new(0,1,0), Vector3.new(-math.pi/6,0,0))
- end
- if hitz ~= nil then
- bv:remove()
- Torsoz.CFrame = CFrame.new(enz+Vector3.new(0,2,0), (enz+Vector3.new(0,2,0)) + ((-towall*25) + Vector3.new(0,GravPoint,0))) * CFrame.Angles(-math.pi/2.55,math.pi,0)
- Torsoz.Velocity = NV
- Torsoz.RotVelocity = NV
- local bp = Instance.new("BodyPosition", Torsoz)
- bp.maxForce = Vector3.new(1/0,1/0,1/0)
- bp.position = Torsoz.CFrame.p
- game:service("Debris"):AddItem(bp, 0.16)
- flow.Value = 0
- break
- end
- if GravPoint > - 600 then
- GravPoint = GravPoint - 1.9
- end
- if counter > 200 then
- break
- end
- wait(0.02)
- end
- local bp = Instance.new("BodyPosition")
- local counter2 = counter
- local bgangleplus = 0
- local j1,j1a = GetWeld(joint1)
- local j2,j2a = GetWeld(joint2)
- local j3,j3a = GetWeld(joint3)
- local j4,j4a = GetWeld(joint4)
- local j5,j5a = GetWeld(joint5)
- local landingpos
- while VWallRunning == "BackflipFromFall" do
- counter2 = counter2 + 1
- local hitz, enz = RAY(H.Position+Vector3.new(0,2,0), Vector3.new(0,-4.4,0))
- if counter2 - counter < 13 then
- bgangleplus = bgangleplus - ((math.pi*1.1)/13)
- end
- if counter2 - counter <= 13 then
- SetWeld(joint1,counter2-counter,13, j1,j1a, Vector3.new(1.4,0.5,0.1), Vector3.new(math.pi/2,0.1,math.pi/2))
- SetWeld(joint2,counter2-counter,13, j2,j2a, Vector3.new(-1.4,0.5,0.1), Vector3.new(math.pi/2,-0.1,-math.pi/2))
- SetWeld(joint3,counter2-counter,13, j3,j3a, Vector3.new(0.52,-0.3,-0.65), Vector3.new(0,math.pi/2,0))
- SetWeld(joint4,counter2-counter,13, j4,j4a, Vector3.new(-0.51,-0.9,-0.05), Vector3.new(0,math.pi/2,0))
- SetWeld(joint5,counter2-counter,13, j5,j5a, Vector3.new(0,0.9,0), Vector3.new(-math.pi/7,0,0))
- end
- dirpos = (-towall *5) + Vector3.new(0,GravPoint,0)
- --bv.velocity = Vector3.new(0,-2,0)
- bv.velocity = CFrame.new(NV, dirpos).lookVector * dirpos.magnitude
- if VWRLeft == true then
- bv.velocity = bv.velocity + ((CFrame.new(NV, towall) * CFrame.Angles(0,math.pi/2,0)).lookVector * 9)
- end
- if VWRRight == true then
- bv.velocity = bv.velocity - ((CFrame.new(NV, towall) * CFrame.Angles(0,math.pi/2,0)).lookVector * 9)
- end
- bg.cframe = CFrame.new(NV, (-towall*30) + Vector3.new(0,GravPoint,0)) * CFrame.Angles((-math.pi/2.4) + bgangleplus,math.pi,0)
- if hitz ~= nil then
- bv:remove()
- landingpos = enz - (towall*1.3)
- if counter2 - counter > 8 then
- bp = Instance.new("BodyPosition", Torsoz)
- bp.maxForce = Vector3.new(1/0,1/0,1/0)
- bp.position = enz+Vector3.new(0,2.4,0) + (-towall*1)
- VWallRunning = "LandingFall"
- else
- Torsoz.CFrame = bg.cframe + (enz+Vector3.new(0,2.3,0))
- Torsoz.Velocity = NV
- Torsoz.RotVelocity = NV
- local bp = Instance.new("BodyPosition", Torsoz)
- bp.maxForce = Vector3.new(1/0,1/0,1/0)
- bp.position = Torsoz.CFrame.p
- game:service("Debris"):AddItem(bp, 0.14)
- flow.Value = 0
- end
- break
- end
- if GravPoint > - 180 then
- GravPoint = GravPoint - 1.9
- end
- if counter2 > 200 then
- break
- end
- wait(0.02)
- end
- if VWallRunning == "LandingFall" then
- print("Landing")
- joint3.C1 = CFrame.new(0,1,0) * CFrame.Angles(0,math.pi/2,0)
- joint4.C1 = CFrame.new(0,1,0) * CFrame.Angles(0,math.pi/2,0)
- local j1,j1a = GetWeld(joint1)
- local j2,j2a = GetWeld(joint2)
- local j3,j3a = GetWeld(joint3)
- local j4,j4a = GetWeld(joint4)
- local j5,j5a = GetWeld(joint5)
- local a
- local mesh
- if GravPoint < -100 then
- gp = GravPoint
- a = P:Clone()
- a.Parent = Torsoz
- a.Name = "AirLandingEffect"
- a.BrickColor = BrickColor.new("Medium stone grey")
- a.Transparency = 0.3
- a.CFrame = CFrame.new(landingpos+Vector3.new(0,2,0))
- mesh = Instance.new("SpecialMesh", a)
- mesh.MeshId = "http://www.roblox.com/asset/?id=1323306"
- mesh.Scale = Vector3.new(0,0,0)
- end
- local bgcf = CFrame.new(NV, Vector3.new(towall.x,0,towall.z))
- bg.cframe = bgcf * CFrame.Angles(-math.pi/7,0,0)
- local bgval = math.pi/7/2
- for i = 1, 6 do
- Hu.PlatformStand = true
- SetWeld(joint1,i,6, j1,j1a, Vector3.new(1.2,0.5,0.2), Vector3.new(math.pi/2,0.5,math.pi/1.2))
- SetWeld(joint2,i,6, j2,j2a, Vector3.new(-1.2,0.5,0.2), Vector3.new(math.pi/2,-0.5,-math.pi/1.2))
- SetWeld(joint3,i,6, j3,j3a, Vector3.new(0.51,-0.3,-0.8), Vector3.new(0,math.pi/2,-math.pi/7))
- SetWeld(joint4,i,6, j4,j4a, Vector3.new(-0.51,-0.8,-0.7), Vector3.new(0,math.pi/2,-math.pi/3))
- SetWeld(joint5,i,6, j5,j5a, Vector3.new(0,0.85,0), Vector3.new(-math.pi/8,0,0))
- bp.position = bp.position + Vector3.new(0,-0.07,0)
- bg.cframe = bgcf * CFrame.Angles((-bgval*2) + (bgval/6*i),0,0)
- Torsoz.CFrame = bg.cframe + bp.position
- if a ~= nil then
- mesh.Scale = mesh.Scale + Vector3.new(-gp/100,-gp/100,-gp/100)
- a.Transparency = 0.3 + (0.7/6*i)
- end
- wait(0.02)
- end
- if a ~= nil then
- a:remove()
- end
- local j1,j1a = GetWeld(joint1)
- local j2,j2a = GetWeld(joint2)
- local j3,j3a = GetWeld(joint3)
- local j4,j4a = GetWeld(joint4)
- local j5,j5a = GetWeld(joint5)
- for i = 1, 6 do
- Hu.PlatformStand = true
- SetWeld(joint1,i,6, j1,j1a, Vector3.new(1.5,0.5,0), Vector3.new(0,0,0))
- SetWeld(joint2,i,6, j2,j2a, Vector3.new(-1.5,0.5,0), Vector3.new(0,0,0))
- SetWeld(joint3,i,6, j3,j3a, Vector3.new(0.5,-1,0), Vector3.new(0,math.pi/2,0))
- SetWeld(joint4,i,6, j4,j4a, Vector3.new(-0.5,-1,0), Vector3.new(0,math.pi/2,0))
- SetWeld(joint5,i,6, j5,j5a, Vector3.new(0,1,0), Vector3.new(0,0,0))
- bp.position = bp.position + Vector3.new(0,0.1,0)
- bg.cframe = bgcf * CFrame.Angles(-bgval + (bgval/6*i),0,0)
- Torsoz.CFrame = bg.cframe + bp.position
- wait(0.02)
- end
- bp:remove()
- end
- end
- bv:remove()
- bg:remove()
- VWallRunning = false
- Stand()
- end
- end
- function Slide(pos)
- flow.Value = flow.Value + 6
- Action = "Sliding"
- Sliding = true
- GravPoint = Torsoz.Velocity.y
- local spd = Vector3.new(Torsoz.Velocity.x,0,Torsoz.Velocity.z).magnitude + 10
- local dir = Vector3.new(Torsoz.Velocity.x,0,Torsoz.Velocity.z).unit
- local bv = Instance.new("BodyVelocity", Torsoz)
- bv.maxForce = Vector3.new(1/0,1/0,1/0)
- bv.velocity = dir*spd
- local bg = Instance.new("BodyGyro", Torsoz)
- bg.maxTorque = Vector3.new(1/0,1/0,1/0)
- bg.cframe = CFrame.new(NV, dir) * CFrame.Angles(math.pi/2.2,0.24,0)
- local joint1 = Joint1
- local joint2 = Joint2
- local joint3 = Joint3
- local joint4 = Joint4
- local joint5 = Joint5
- local j1,j1a = GetWeld(joint1)
- local j2,j2a = GetWeld(joint2)
- SetWeld(joint1,1,1, NV,NV, Vector3.new(j1.x,j1.y,j1.z), Vector3.new(j1a.x,math.pi/2,j1a.z))
- joint1.C1 = CFrame.new(0,1,0) * CFrame.Angles(0,math.pi/2,0)
- SetWeld(joint2,1,1, NV,NV, Vector3.new(j2.x,j2.y,j2.z), Vector3.new(j2a.x,math.pi/2,j2a.z))
- joint2.C1 = CFrame.new(0,1,0) * CFrame.Angles(0,math.pi/2,0)
- local j1,j1a = GetWeld(joint1)
- local j2,j2a = GetWeld(joint2)
- local j3,j3a = GetWeld(joint3)
- local j4,j4a = GetWeld(joint4)
- local j5,j5a = GetWeld(joint5)
- local count = 0
- local lastpos
- while Sliding == true do
- count = count + 1
- Hu.PlatformStand = true
- local hitz1, enz1 = RAY(Torsoz.Position+Vector3.new(0,0.03,0), dir *2.5)
- local hitz2, enz2 = RAY(Torsoz.Position-Vector3.new(0,0.2,0), dir *2.5)
- local ghitz, genz = RAY(Torsoz.Position, Vector3.new(0,-2.6,0))
- bv.velocity = dir*spd + Vector3.new(0,GravPoint,0)
- if count <= 5 then
- SetWeld(joint1,count,5, j1,j1a, Vector3.new(0.5,-0.8,-0.15), Vector3.new(0,(math.pi/2)+0.1,-0.4))
- SetWeld(joint2,count,5, j2,j2a, Vector3.new(-0.5,-1,0), Vector3.new(0,(math.pi/2)-0.4,0))
- SetWeld(joint3,count,5, j3,j3a, Vector3.new(1.5,0.5,0), Vector3.new(-0.7,-0.24,math.pi/5))
- SetWeld(joint4,count,5, j4,j4a, Vector3.new(-1.5,0.5,0), Vector3.new(-0.1,0,-math.pi/1.5))
- SetWeld(joint5,count,5, j5,j5a, Vector3.new(0,1,0), Vector3.new(-0.5,-0.2,0))
- end
- if (hitz1 ~= nil and hitz1.CanCollide == true) or (hitz2 ~= nil and hitz2.CanCollide == true) then
- bv:remove()
- bg:remove()
- Sliding = "HitObject"
- end
- if ghitz ~= nil then
- GravPoint = 18
- Torsoz.CFrame = CFrame.new(genz, genz+dir) * CFrame.Angles(math.pi/2.2,0.24,0) + Vector3.new(0,0.7,0)
- spd = spd - 0.95
- else
- if GravPoint > -180 then
- GravPoint = GravPoint - 5.6
- end
- spd = spd - 0.36
- end
- if spd < 7 then
- Sliding = false
- end
- wait(0.02)
- end
- if Sliding == false then
- local j1,j1a = GetWeld(joint1)
- local j2,j2a = GetWeld(joint2)
- local j3,j3a = GetWeld(joint3)
- local j4,j4a = GetWeld(joint4)
- local j5,j5a = GetWeld(joint5)
- for i = 1, 4 do
- SetWeld(joint1,i,4, j1,j1a, Vector3.new(0.5,-1,0), Vector3.new(0,math.pi/2,0))
- SetWeld(joint2,i,4, j2,j2a, Vector3.new(-0.5,-1,0), Vector3.new(0,math.pi/2,0))
- SetWeld(joint3,i,4, j3,j3a, Vector3.new(1.5,0.5,0), NV)
- SetWeld(joint4,i,4, j4,j4a, Vector3.new(-1.5,0.5,0), NV)
- SetWeld(joint5,i,4, j5,j5a, Vector3.new(0,1,0), NV)
- local hitz, enz = RAY(Torsoz.Position, Vector3.new(0,-2.6,0))
- bg.cframe = CFrame.new(NV, dir) * CFrame.Angles((math.pi/2.2) - ((math.pi/2.2)/4*i),0.24 - (0.24/4*i),0)
- bv.velocity = dir*spd + Vector3.new(0,GravPoint,0)
- if hitz ~= nil then
- GravPoint = 0
- Torsoz.CFrame = CFrame.new(enz, enz+dir) * CFrame.Angles((math.pi/2.2) - ((math.pi/2.2)/4*i),0.24 - (0.24/4*i),0) + Vector3.new(0,0.7+(1.8/4*i),0)
- spd = spd - 0.95
- else
- if GravPoint > -180 then
- GravPoint = GravPoint - 5.6
- end
- spd = spd - 0.36
- end
- wait(0.02)
- end
- local hitz, enz = RAY(Torsoz.Position, Vector3.new(0,-2.6,0))
- Torsoz.CFrame = CFrame.new(enz, enz+dir) + Vector3.new(0,3,0)
- end
- bv:remove()
- bg:remove()
- SlideCooldown = 10
- Stand()
- end
- function KD(key)
- if pause.Value == false then
- if key == string.char(32) then
- Space = true
- local ghitz, genz = RAY(Torsoz.Position, Vector3.new(0,-3.7,0))
- local hitz, enz = RAY(Torsoz.Position+Vector3.new(0,1.1,0), Torsoz.CFrame.lookVector*2.3)
- local righthitz, rightenz
- local lefthitz, leftenz
- if HWallRunning == false then
- righthitz, rightenz = RAY(Torsoz.Position, ((Torsoz.CFrame * CFrame.new(1.5,0,-0.2)).p - Torsoz.CFrame.p).unit*3.9)
- lefthitz, leftenz = RAY(Torsoz.Position, ((Torsoz.CFrame * CFrame.new(-1.5,0,-0.2)).p - Torsoz.CFrame.p).unit*3.9)
- elseif HWallRunning == "Jumping" then
- righthitz, rightenz = RAY(Torsoz.Position, ((CFrame.new(Torsoz.Position, Torsoz.Position + HWRDir) * CFrame.new(1.5,0,-0.2)).p - Torsoz.Position).unit*3.9)
- lefthitz, leftenz = RAY(Torsoz.Position, ((CFrame.new(Torsoz.Position, Torsoz.Position + HWRDir) * CFrame.new(-1.5,0,-0.2)).p - Torsoz.Position).unit*3.9)
- end
- if hitz == nil and VWallRunning == "Falling" then
- VWallRunning = "BackflipFromFall"
- end
- if Shift == true and Torsoz.Velocity.y > -50 and Diving == false and DivingCooldown <= 0 then
- local hitz2, enz2 = RAY(Torsoz.Position, Vector3.new(0,-3.5,0))
- if hitz ~= nil then
- if Action == "Standing" and VWRCooldown == 0 then
- if hitz2 == nil or hitz2.CanCollide == false then
- VWR(hitz, enz)
- end
- end
- end
- if (HWallRunning == false or (HWallRunning == "Jumping" and (HWRLastPart ~= righthitz or HWRLastPart ~= lefthitz))) and HWRCooldown == 0 and VWallRunning == false then
- if (hitz == nil or HWallRunning == "Jumping") and ((righthitz ~= nil and righthitz.Parent:findFirstChild("Humanoid") == nil and righthitz.Parent.className ~= "Hat") or (lefthitz ~= nil and lefthitz.Parent:findFirstChild("Humanoid") == nil and lefthitz.Parent.className ~= "Hat")) then
- if hitz2 == nil or hitz2.CanCollide == false then
- local right = (rightenz - Torsoz.Position).magnitude
- local left = (leftenz - Torsoz.Position).magnitude
- if right < left then
- if HWallRunning == "Jumping" and HWRLastPart ~= righthitz then
- HWallRunning = false
- while Standing == false do
- wait(0.01)
- end
- print("2nd Right Activated!")
- HWallRun(righthitz, rightenz, -math.pi/2)
- else
- if hitz == nil then
- print("Right Activated")
- HWallRun(righthitz, rightenz, -math.pi/2)
- end
- end
- elseif left < right then
- if HWallRunning == "Jumping" and HWRLastPart ~= lefthitz then
- HWallRunning = false
- while Standing == false do
- wait(0.01)
- end
- print("2nd Left Activated!")
- HWallRun(lefthitz, leftenz, math.pi/2)
- else
- if hitz == nil then
- print("Left Activated")
- HWallRun(lefthitz, leftenz, math.pi/2)
- end
- end
- end
- end
- end
- end
- end
- if HWallRunning == true then
- HWallRunning = "Jumping"
- Action = "HWRJumping"
- end
- elseif key == string.char(48) then
- Shift = true
- elseif key == string.char(50) then
- if Action == "Standing" then
- Sit()
- elseif HWallRunning == true then
- HWRGravDrop = true
- end
- elseif key == string.char(52) then
- if Shift == true and Action == "Standing" and SlideCooldown == 0 and Vector3.new(Torsoz.Velocity.x,0,Torsoz.Velocity.z).magnitude > 15 and Torsoz.Velocity.y > -40 then
- print("Sliding")
- Slide()
- end
- elseif key == "a" then
- VWRLeft = true
- elseif key == "d" then
- VWRRight = true
- elseif key == "g" then
- Dive()
- end
- end
- end
- function KU(key)
- if key == string.char(32) then
- Space = false
- elseif key == string.char(48) then
- Shift = false
- elseif key == string.char(50) then
- if Action == "Sitting" then
- Stand()
- end
- elseif key == string.char(52) then
- Sliding = false
- elseif key == "a" then
- VWRLeft = false
- elseif key == "d" then
- VWRRight = false
- end
- end
- mouse.KeyDown:connect(function(key) KD(key) end)
- mouse.KeyUp:connect(function(key) KU(key) end)
- Joint1 = Instance.new("Snap", Torsoz)
- GetWeld(Joint1)
- Joint2 = Instance.new("Snap", Torsoz)
- GetWeld(Joint2)
- Joint3 = Instance.new("Snap", Torsoz)
- GetWeld(Joint3)
- Joint4 = Instance.new("Snap", Torsoz)
- GetWeld(Joint4)
- Joint5 = Instance.new("Snap", Torsoz)
- GetWeld(Joint5)
- Stand()
- local animatebg = Instance.new("BodyGyro")
- animatebg.D = 100
- local GravAction = "Idle"
- local PrevGravAction = GravAction
- local prevrapos = (RA.CFrame * CFrame.new(0,-1,0)).p
- local prevlapos = (LA.CFrame * CFrame.new(0,-1,0)).p
- local hue = 0
- local recyclecount = 0
- local tickoffset = tick()
- local fadetab = {}
- local fadetab2 = {}
- local animatebgcount = 0
- for i = 1, 13 do
- local p = P:Clone()
- p.Name = "Part"..i
- local mesh = Instance.new("SpecialMesh", p)
- mesh.MeshId = "http://www.roblox.com/Asset/?id=9856898"
- mesh.TextureId = "http://www.roblox.com/Asset/?id=48358980"
- table.insert(fadetab, {p, mesh})
- end
- for i = 1, 13 do
- local p = P:Clone()
- p.Name = "Part"..i
- local mesh = Instance.new("SpecialMesh", p)
- mesh.MeshId = "http://www.roblox.com/Asset/?id=9856898"
- mesh.TextureId = "http://www.roblox.com/Asset/?id=48358980"
- table.insert(fadetab2, {p, mesh})
- end
- game:service("RunService").Stepped:connect(function()
- GravAction = "Idle"
- hue = hue + 3
- hue = hue % 360
- ------------- anim angle changing --------
- if animangle > math.pi then
- animplus = false
- elseif animangle < -math.pi then
- animplus = true
- end
- if animplus == true then
- animangle = animangle + animspeed
- elseif animplus == false then
- animangle = animangle - animspeed
- end
- local hitz, enz = RAY(Torsoz.Position, Vector3.new(0,-3.9,0))
- if Shift == true and GravAction ~= "Falling" then
- Hu.WalkSpeed = sprint
- elseif Shift == false then
- Hu.WalkSpeed = 16
- elseif GravAction == "Falling" then
- Hu.WalkSpeed = 0
- end
- if (FOV >= 70 and FOV < 74) and Vector3.new(Torsoz.Velocity.x,0,Torsoz.Velocity.z).magnitude > 25 then
- FOV = FOV + 1
- elseif (FOV <= 74 and FOV > 70) and Vector3.new(Torsoz.Velocity.x,0,Torsoz.Velocity.z).magnitude < 20 then
- FOV = FOV - 1
- end
- if pause.Value == true then
- Hu.WalkSpeed = 0
- end
- if Sitting == true then
- local hitz2, enz2 = RAY(Torsoz.Position, Vector3.new(0,-2.2,0))
- Hu.PlatformStand = true
- if hitz2 == nil then
- Stand()
- end
- end
- if Diving == true then
- Hu.PlatformStand = true
- DivingBV.velocity = Vector3.new(DivingDir.x*(sprint+2),GravPoint,DivingDir.z*(sprint+2))
- DivingBG.cframe = CFrame.new(Torsoz.Position, Torsoz.Position+DivingBV.velocity) * CFrame.Angles(-math.pi/2,0,0)
- if GravPoint > -180 then
- GravPoint = GravPoint - 2
- end
- end
- if DivingCooldown > 0 then
- DivingCooldown = DivingCooldown - 1
- end
- if HWallRunning == true then
- if HWRGravDrop == false then
- GravPoint = GravPoint - 0.4
- else
- GravPoint = GravPoint - 2
- end
- elseif HWallRunning == "Jumping" then
- GravPoint = GravPoint - 1.7
- end
- ----------------------------- stamina ----------------------------------------
- if Vector3.new(Torsoz.Velocity.x, 0, Torsoz.Velocity.z).magnitude > 18 and Action == "Standing" and Shift == true then
- if stamina > 0 then
- stamina = stamina - 0.5
- if stamina < 0 then
- Shift = false
- stamina = 0
- end
- else
- Shift = false
- stamina = 0
- end
- if Action == "Standing" then
- animspeed = 0.85
- SetWeld(Joint1,1,1, NV,NV, Vector3.new(0.5,-1,0), Vector3.new(-animangle/4.85,0,0))
- SetWeld(Joint2,1,1, NV,NV, Vector3.new(-0.5,-1,0), Vector3.new(animangle/4.85,0,0))
- SetWeld(Joint3,1,1, NV,NV, Vector3.new(1.5,0.5,0), Vector3.new(animangle/3.5,0,0))
- SetWeld(Joint4,1,1, NV,NV, Vector3.new(-1.5,0.5,0), Vector3.new(-animangle/3.5,0,0))
- end
- elseif Vector3.new(Torsoz.Velocity.x, 0, Torsoz.Velocity.z).magnitude > 12 and Action ~= "Sliding" then
- if stamina < maxstamina then
- stamina = stamina + 0.5
- if stamina > maxstamina then
- stamina = maxstamina
- end
- else
- stamina = maxstamina
- end
- if Action == "Standing" then
- animspeed = 0.65
- SetWeld(Joint1,1,1, NV,NV, Vector3.new(0.5,-1,0), Vector3.new(-animangle/7,0,0))
- SetWeld(Joint2,1,1, NV,NV, Vector3.new(-0.5,-1,0), Vector3.new(animangle/7,0,0))
- SetWeld(Joint3,1,1, NV,NV, Vector3.new(1.5,0.5,0), Vector3.new(animangle/5,0,0))
- SetWeld(Joint4,1,1, NV,NV, Vector3.new(-1.5,0.5,0), Vector3.new(-animangle/5,0,0))
- end
- elseif Vector3.new(Torsoz.Velocity.x, 0, Torsoz.Velocity.z).magnitude < 2 then
- animspeed = 0.1
- if Action == "Standing" then
- SetWeld(Joint1,1,1, NV,NV, Vector3.new(0.5,-1,0), Vector3.new(-animangle/38,0,0))
- SetWeld(Joint2,1,1, NV,NV, Vector3.new(-0.5,-1,0), Vector3.new(animangle/38,0,0))
- SetWeld(Joint3,1,1, NV,NV, Vector3.new(1.5,0.5,0), Vector3.new(animangle/30,0,0))
- SetWeld(Joint4,1,1, NV,NV, Vector3.new(-1.5,0.5,0), Vector3.new(-animangle/30,0,0))
- end
- if stamina < maxstamina then
- if Sitting == false then
- stamina = stamina + 0.65
- else
- stamina = stamina + 1.02
- end
- if stamina > maxstamina then
- stamina = maxstamina
- end
- else
- stamina = maxstamina
- end
- end
- if hitz == nil then
- if Torsoz.Velocity.y > 1 or (Torsoz.Velocity.y < -1 and Torsoz.Velocity.y > -90) then
- if Action == "Standing" then
- GravAction = "Rising"
- animspeed = 0.1
- SetWeld(Joint1,1,1, NV,NV, Vector3.new(0.5,-1,0), Vector3.new(-animangle/38,0,0))
- SetWeld(Joint2,1,1, NV,NV, Vector3.new(-0.5,-1,0), Vector3.new(animangle/38,0,0))
- SetWeld(Joint3,1,1, NV,NV, Vector3.new(1.5,0.5,0), Vector3.new((math.pi-0.2)+(animangle/30),0,0))
- SetWeld(Joint4,1,1, NV,NV, Vector3.new(-1.5,0.5,0), Vector3.new((math.pi-0.2)+(-animangle/30),0,0))
- if animatebg.Parent ~= nil then
- animatebg.Parent = Torsoz
- animatebg.maxTorque = Vector3.new(1/0,10000,1/0)
- local lokvec = Torsoz.CFrame.lookVector*100
- animatebg.cframe = CFrame.new(NV, Vector3.new(lokvec.x,0,lokvec.z))
- animatebg.Parent = nil
- end
- end
- end
- end
- if hitz == nil then
- local hitz2, enz2 = RAY(Torsoz.Position, Vector3.new(0,-6,0))
- if hitz2 == nil then
- if Torsoz.Velocity.y < -90 then
- if Action == "Standing" then
- GravAction = "Falling"
- Hu.WalkSpeed = 0
- animspeed = 1.1
- animatebg.Parent = Torsoz
- animatebg.maxTorque = Vector3.new(1/0,10000,1/0)
- local lokvec = Torsoz.CFrame.lookVector*100
- animatebg.cframe = CFrame.new(NV, Vector3.new(lokvec.x,0,lokvec.z)) * CFrame.Angles(-math.pi/11,animangle/70,0)
- SetWeld(Joint1,1,1, NV,NV, Vector3.new(0.45,-0.8,0), Vector3.new((animangle/27)-0.3,0,0.18))
- SetWeld(Joint2,1,1, NV,NV, Vector3.new(-0.45,-0.8,0), Vector3.new((-animangle/27)-0.3,0,-0.18))
- SetWeld(Joint3,1,1, NV,NV, Vector3.new(1.4,0.5,0), Vector3.new((math.pi+0.2)+(animangle/26),0,0.18))
- SetWeld(Joint4,1,1, NV,NV, Vector3.new(-1.4,0.5,0), Vector3.new((math.pi+0.2)+(-animangle/26),0,-0.18))
- end
- end
- elseif hitz2.CanCollide == true then
- if animatebg.Parent ~= nil then
- animatebg.Parent = Torsoz
- animatebg.maxTorque = Vector3.new(1/0,10000,1/0)
- local lokvec = Torsoz.CFrame.lookVector*100
- animatebg.cframe = CFrame.new(NV, Vector3.new(lokvec.x,0,lokvec.z))
- animatebg.Parent = nil
- end
- end
- end
- if GravAction == "Idle" and animatebg.Parent ~= nil then
- animatebg.Parent = nil
- end
- if math.abs(tickoffset - tick()) > 0.05 then
- tickoffset = tick()
- local flowcolor = HSV(hue, 0.7,1)
- recyclecount = (recyclecount % #fadetab) + 1
- if flow.Value > 25 then
- local lapos = (LA.CFrame * CFrame.new(0,-1,0)).p
- local rapos = (RA.CFrame * CFrame.new(0,-1,0)).p
- local p = fadetab[recyclecount]
- p[1].Parent = m
- p[1].CFrame = CFrame.new((lapos+prevlapos)/2, lapos)
- p[2].Scale = Vector3.new(0.5,0.5,(lapos-prevlapos).magnitude*2)
- p[2].VertexColor = Vector3.new(flowcolor.r,flowcolor.g,flowcolor.b)
- p[1].Transparency = math.abs((flow.Value/120) - 0.8)
- p[1].Transparency = p[1].Transparency + (1/#fadetab)
- local p = fadetab2[recyclecount]
- p[1].Parent = m
- p[1].CFrame = CFrame.new((rapos+prevrapos)/2, rapos)
- p[2].Scale = Vector3.new(0.5,0.5,(rapos-prevrapos).magnitude*2)
- p[2].VertexColor = Vector3.new(flowcolor.r,flowcolor.g,flowcolor.b)
- p[1].Transparency = math.abs((flow.Value/120) - 0.8)
- p[1].Transparency = p[1].Transparency + (1/#fadetab)
- end
- for i, v in pairs(fadetab) do
- if v[1].Transparency < 0.9 then
- v[1].Transparency = v[1].Transparency + (1/#fadetab)
- fadetab2[i][1].Transparency = fadetab2[i][1].Transparency + (1/#fadetab)
- elseif v[1].Transparency ~= 1 then
- v[1].Transparency = 1
- v[1].Position = Vector3.new(50000,0,0)
- fadetab2[i][1].Transparency = 1
- fadetab2[i][1].Position = Vector3.new(50000,0,0)
- end
- end
- prevrapos = (RA.CFrame * CFrame.new(0,-1,0)).p
- prevlapos = (LA.CFrame * CFrame.new(0,-1,0)).p
- end
- if flow.Value > 140 then
- if char.Parent ~= nil then
- char:remove()
- end
- end
- if flowcooldown > 0 then
- flowcooldown = flowcooldown - 1
- end
- if HWRCooldown > 0 then
- HWRCooldown = HWRCooldown - 1
- end
- if VWRCooldown > 0 then
- if hitz ~= nil and VWRCooldown > 0 then
- VWRCooldown = VWRCooldown - 1
- end
- end
- if SlideCooldown > 0 then
- SlideCooldown = SlideCooldown - 1
- end
- if Action == "HWallRunning" or Action == "VWallRunning" then
- flow.Value = flow.Value + 0.24
- if flow.Value > 100 then
- flow.Value = 100
- end
- flowcooldown = 40
- elseif Action == "Diving" then
- flowcooldown = 30
- elseif Action == "Sliding" then
- flowcooldown = 15
- elseif Action == "Standing" or Action == "Sitting" then
- if flow.Value > 0 and flowcooldown <= 0 then
- flow.Value = flow.Value - 0.37
- if flow.Value < 0 then
- flow.Value = 0
- end
- end
- end
- prevanimbgcount = animatebgcount
- sprint = defsprint + ((flow.Value/100)*2.4)
- PrevGravAction = GravAction
- Calculate()
- end)
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