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- repeat wait() until game:service("Players").LocalPlayer.Character ~= nil;
- Player = game:service("Players").LocalPlayer
- Char = Player.Character--and actually my friend made it I'm studying it lol, but still im ebtter than him in scripting lol
- mouse = Player:GetMouse()
- Humanoid = Char:findFirstChild("Humanoid")
- Torso = Char:findFirstChild("Torso")
- Head = Char.Head
- ra = Char:findFirstChild("Right Arm")
- la = Char:findFirstChild("Left Arm")
- rl = Char:findFirstChild("Right Leg")
- ll = Char:findFirstChild("Left Leg")
- rs = Torso:findFirstChild("Right Shoulder")
- ls = Torso:findFirstChild("Left Shoulder")
- rh = Torso:findFirstChild("Right Hip")
- lh = Torso:findFirstChild("Left Hip")
- neck = Torso:findFirstChild("Neck")
- rj = Char:findFirstChild("HumanoidRootPart"):findFirstChild("RootJoint")
- anim = Char:findFirstChild("Animate")
- rootpart = Char:findFirstChild("HumanoidRootPart")
- Camera = workspace.CurrentCamera
- if anim then
- anim:Destroy()
- end
- shiftDown = false
- ctrlDown = false
- function clerp(c1,c2,al)
- local com1 = {c1.X,c1.Y,c1.Z,c1:toEulerAnglesXYZ()}
- local com2 = {c2.X,c2.Y,c2.Z,c2:toEulerAnglesXYZ()}
- for i,v in pairs(com1) do
- com1[i] = v+(com2[i]-v)*al
- end
- return CFrame.new(com1[1],com1[2],com1[3]) * CFrame.Angles(select(4,unpack(com1)))
- end
- rm = Instance.new("Weld", Torso)
- rm.C0 = CFrame.new(1.5, 0.5, 0) *CFrame.Angles(0, 0, 0)
- rm.C1 = CFrame.new(0, 0.5, 0)
- rm.Part0 = Torso
- rm.Part1 = ra
- lm = Instance.new("Weld", Torso)
- lm.C0 = CFrame.new(-1.5, 0.5, 0) *CFrame.Angles(0, 0, 0)
- lm.C1 = CFrame.new(0, 0.5, 0)
- lm.Part0 = Torso
- lm.Part1 = la
- rlegm = Instance.new("Weld", Torso)
- rlegm.C0 = CFrame.new(0.5, -1, 0) *CFrame.Angles(0, 0, 0)
- rlegm.C1 = CFrame.new(0, 1, 0)
- rlegm.Part0 = Torso
- rlegm.Part1 = rl
- llegm = Instance.new("Weld", Torso)
- llegm.C0 = CFrame.new(-0.5, -1, 0) *CFrame.Angles(0, 0, 0)
- llegm.C1 = CFrame.new(0, 1, 0)
- llegm.Part0 = Torso
- llegm.Part1 = ll
- nec = Instance.new("Weld",Torso)
- nec.Part0 = Torso
- nec.Part1 = Head
- nec.C0 = CFrame.new(0,1,0) * CFrame.Angles(-1,-0,-0)
- nec.C1 = CFrame.new(0,-0.5,0) * CFrame.Angles(-1,-0,-0)
- rsc0 = rm.C0
- lsc0 = lm.C0
- llc0 = llegm.C0
- rlc0 = rlegm.C0
- neckc0 = nec.C0
- rootc0 = rj.C0
- mouse.KeyDown:connect(function(Key)
- if Key:byte() == 48 then
- shiftDown = true
- elseif Key:byte() == 52 then
- altDown = true
- end
- end)
- mouse.KeyUp:connect(function(Key)
- if Key:byte() == 48 then
- shiftDown = false
- elseif Key:byte() == 52 then
- altDown = false
- end
- end)
- FreeFalling = false
- Jumping = false
- Humanoid.Jumping:connect(function(B)
- if B then Jumping = true
- else Jumping = false
- end
- end)
- Humanoid.FreeFalling:connect(function(B)
- if B then FreeFalling = true
- else FreeFalling = false
- end
- end)
- count = 0
- countspeed = 1
- while wait() do
- count = (count % 100) + countspeed
- angle = math.pi * math.sin(math.pi*2/100*count)
- if Vector3.new(0, Torso.Velocity.y, 0).magnitude > 2 and Jumping or FreeFalling then --Jump animation
- countspeed = 8
- rm.C0 = clerp(rm.C0,rsc0 * CFrame.Angles(math.rad(-20) + (-angle*0.000), 0, math.rad(0)),.5)
- lm.C0 = clerp(lm.C0,lsc0 * CFrame.Angles(math.rad(-20) + (-angle*0.000), 0, math.rad(0)),.5)
- rlegm.C0 = clerp(rlegm.C0,CFrame.new(0.5, -0.5, -.5) * CFrame.Angles(math.rad(-20) + (-angle*0.000), 0, 0),.5)
- llegm.C0 = clerp(llegm.C0,llc0 * CFrame.Angles(math.rad(20) + (-angle*0.000), 0, 0),.9)
- rj.C0 = clerp(rj.C0,CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(85), math.rad(180), 0),.3)
- nec.C0 = clerp(nec.C0,neckc0 * CFrame.Angles(0,0,0),.4)
- Humanoid.WalkSpeed = 40
- elseif Vector3.new(Torso.Velocity.x, 0, Torso.Velocity.z).magnitude < 2 then --Idle anim
- countspeed = 0.66
- rlegm.C0 = clerp(rlegm.C0,rlc0 * CFrame.Angles(math.rad(6), 0, 0),.4)
- llegm.C0 = clerp(llegm.C0,llc0 * CFrame.Angles(math.rad(-6), 0, 0),.4)
- rm.C0 = clerp(rm.C0,rsc0 * CFrame.Angles(math.rad(-6), 0, math.rad(6)),.4)
- lm.C0 = clerp(lm.C0,lsc0 * CFrame.Angles(math.rad(-6), 0, math.rad(-6)),.4)
- rj.C0 = clerp(rj.C0,rootc0 * CFrame.Angles(-math.rad(1), 0, 0),.4)
- nec.C0 = clerp(nec.C0,neckc0 * CFrame.Angles(angle*0.050,0,0),.4)
- Humanoid.WalkSpeed = 30
- elseif Vector3.new(Torso.Velocity.x, 0, Torso.Velocity.z).magnitude > 2 then --Walk & run anim
- if not shiftDown and not altDown then -- le walk
- countspeed = 6
- rm.C0 = clerp(rm.C0,rsc0 * CFrame.Angles(angle*0.290 + (-angle*0.000), 0, math.rad(0)),.4)
- lm.C0 = clerp(lm.C0,lsc0 * CFrame.Angles(-angle*0.290 + (-angle*0.000), 0, math.rad(0)),.4)
- rlegm.C0 = clerp(rlegm.C0,CFrame.new(0.5, -1, 0) * CFrame.Angles(-angle*0.240 + (-angle*0.000), 0, 0),.4)
- llegm.C0 = clerp(llegm.C0,llc0 * CFrame.Angles(angle*0.240 + (-angle*0.000), 0, 0),.4)
- rj.C0 = clerp(rj.C0,rootc0 * CFrame.Angles(math.rad(0) + (angle*0.000), 0, math.rad(1)),.4)
- nec.C0 = clerp(nec.C0,neckc0 * CFrame.Angles(math.rad(5),0,0),.4)
- Humanoid.WalkSpeed = 16
- elseif (shiftDown and altDown) or (not shiftDown and altDown) then -- crouch stop??? idk lol
- countspeed = 2
- rlegm.C0 = clerp(rlegm.C0,CFrame.new(0.5, -0.5, -.5) * CFrame.Angles(math.rad(-20) + (-angle*0.000), 0, 0),.7)
- llegm.C0 = clerp(llegm.C0,llc0 * CFrame.Angles(math.rad(1), 0, 0),.7)
- rm.C0 = clerp(rm.C0,rsc0 * CFrame.Angles(-1.30, .0, .25),.7)
- lm.C0 = clerp(lm.C0,lsc0 * CFrame.Angles(-1.30, .0, -.25),.7)
- rj.C0 = clerp(rj.C0,(rootc0*CFrame.new(0,0,-1.75)) * CFrame.Angles(math.rad(-75), 0, math.rad(1)),.7)
- nec.C0 = clerp(nec.C0,neckc0 * CFrame.Angles(math.rad(-50),math.rad(-1),math.rad(-1)),.7)
- if Humanoid.WalkSpeed > 5 then
- Humanoid.WalkSpeed = Humanoid.WalkSpeed - 0.5
- else
- altDown = false
- Humanoid.WalkSpeed = 30
- end
- else -- le run
- countspeed = 10
- rm.C0 = clerp(rm.C0,rsc0 * CFrame.Angles(math.rad(-30) + (-angle*0.000), 0, math.rad(0)),.4)
- lm.C0 = clerp(lm.C0,lsc0 * CFrame.Angles(math.rad(-30) + (-angle*0.000), 0, math.rad(0)),.4)
- rlegm.C0 = clerp(rlegm.C0,CFrame.new(0.5, -1, 0) * CFrame.Angles(-angle*0.490 + (-angle*0.000), 0, 0),.4)
- llegm.C0 = clerp(llegm.C0,llc0 * CFrame.Angles(angle*0.490 + (-angle*0.000), 0, 0),.4)
- rj.C0 = clerp(rj.C0,rootc0 * CFrame.Angles(math.rad(35) + (angle*0.000), 0, math.rad(1)),.4)
- nec.C0 = clerp(nec.C0,neckc0 * CFrame.Angles(math.rad(15),0,0),.4)
- Humanoid.WalkSpeed = 40
- end
- end
- end
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