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local netboost = 1000 --velocity

--netboost usage:
--set to false to disable
--set to a vector3 value if you dont want the velocity to change
--set to a number to change the velocity in real time with magnitude equal to the
number
local idleMag = 0.005 --used only in case netboost is set to a number value
--if magnitude of the real velocity of a part is lower than this
--then the fake velocity is being set to Vector3.new(0, netboost, 0)
--the lower value the less you jitter but you might loose network ownership
local simradius = "shp" --simulation radius (net bypass) method
--"shp" - sethiddenproperty
--"ssr" - setsimulationradius
--false - disable
local antiragdoll = true --removes hingeConstraints and ballSocketConstraints from
your character
local newanimate = false --disables the animate script and enables after
reanimation
local discharscripts = true --disables all localScripts parented to your character
before reanimation
local R15toR6 = true --tries to convert your character to r6 if its r15
local addtools = false --puts all tools from backpack to character and lets you
hold them after reanimation
local loadtime = game:GetService("Players").RespawnTime + 0.5 --anti respawn delay
local method = 3 --reanimation method
--methods:
--0 - breakJoints (takes [loadtime] seconds to laod)
--1 - limbs
--2 - limbs + anti respawn
--3 - limbs + breakJoints after [loadtime] seconds
--4 - remove humanoid + breakJoints
--5 - remove humanoid + limbs
local alignmode = 2 --AlignPosition mode
--modes:
--1 - AlignPosition rigidity enabled true
--2 - 2 AlignPositions rigidity enabled both true and false
--3 - AlignPosition rigidity enabled false
local hedafterneck = true --disable aligns for head and enable after neck is
removed

local lp = game:GetService("Players").LocalPlayer
local rs = game:GetService("RunService")
local stepped = rs.Stepped
local heartbeat = rs.Heartbeat
local renderstepped = rs.RenderStepped
local sg = game:GetService("StarterGui")
local ws = game:GetService("Workspace")
local cf = CFrame.new
local v3 = Vector3.new
local v3_0 = v3(0, 0, 0)
local inf = math.huge

local c = lp.Character

if not (c and c.Parent) then


return
end

for i, v in pairs(c:GetDescendants()) do
if v:IsA("CharacterMesh") or v:IsA("SpecialMesh") then
v:Destroy()
end
end

c:GetPropertyChangedSignal("Parent"):Connect(function()
if not (c and c.Parent) then
c = nil
end
end)

local function gp(parent, name, className)


local ret = nil
pcall(function()
for i, v in pairs(parent:GetChildren()) do
if (v.Name == name) and v:IsA(className) then
ret = v
break
end
end
end)
return ret
end

local function align(Part0, Part1)


Part0.CustomPhysicalProperties = PhysicalProperties.new(0.0001, 0.0001,
0.0001, 0.0001, 0.0001)

local att0 = Instance.new("Attachment", Part0)


att0.Orientation = v3_0
att0.Position = v3_0
att0.Name = "att0_" .. Part0.Name
local att1 = Instance.new("Attachment", Part1)
att1.Orientation = v3_0
att1.Position = v3_0
att1.Name = "att1_" .. Part1.Name

if (alignmode == 1) or (alignmode == 2) then


local ape = Instance.new("AlignPosition", att0)
ape.ApplyAtCenterOfMass = false
ape.MaxForce = inf
ape.MaxVelocity = inf
ape.ReactionForceEnabled = false
ape.Responsiveness = 200
ape.Attachment1 = att1
ape.Attachment0 = att0
ape.Name = "AlignPositionRtrue"
ape.RigidityEnabled = true
end

if (alignmode == 2) or (alignmode == 3) then


local apd = Instance.new("AlignPosition", att0)
apd.ApplyAtCenterOfMass = false
apd.MaxForce = inf
apd.MaxVelocity = inf
apd.ReactionForceEnabled = false
apd.Responsiveness = 200
apd.Attachment1 = att1
apd.Attachment0 = att0
apd.Name = "AlignPositionRfalse"
apd.RigidityEnabled = false
end

local ao = Instance.new("AlignOrientation", att0)


ao.MaxAngularVelocity = inf
ao.MaxTorque = inf
ao.PrimaryAxisOnly = false
ao.ReactionTorqueEnabled = false
ao.Responsiveness = 200
ao.Attachment1 = att1
ao.Attachment0 = att0
ao.RigidityEnabled = false

if netboost then
Part0:GetPropertyChangedSignal("Parent"):Connect(function()
if not (Part0 and Part0.Parent) then
Part0 = nil
end
end)
spawn(function()
if typeof(netboost) == "Vector3" then
local vel = v3_0
local rotvel = v3_0
while Part0 do
Part0.Velocity = vel
Part0.RotVelocity = rotvel
heartbeat:Wait()
if Part0 then
vel = Part0.Velocity
Part0.Velocity = netboost
Part0.RotVelocity = v3_0
stepped:Wait()
end
end
elseif typeof(netboost) == "number" then
local vel = v3_0
local rotvel = v3_0
while Part0 do
Part0.Velocity = vel
Part0.RotVelocity = rotvel
heartbeat:Wait()
if Part0 then
local newvel = vel
local mag = newvel.Magnitude
if mag < idleMag then
newvel = v3(0, netboost, 0)
else
local multiplier = netboost / mag
newvel *= v3(multiplier, multiplier, multiplier)
end
vel = Part0.Velocity
rotvel = Part0.RotVelocity
Part0.Velocity = newvel
Part0.RotVelocity = v3_0
stepped:Wait()
end
end
end
end)
end
end

local function respawnrequest()


local c = lp.Character
local ccfr = ws.CurrentCamera.CFrame
local fc = Instance.new("Model")
local nh = Instance.new("Humanoid", fc)
lp.Character = fc
nh.Health = 0
lp.Character = c
fc:Destroy()
local con = nil
local function confunc()
con:Disconnect()
ws.CurrentCamera.CFrame = ccfr
end
con = renderstepped:Connect(confunc)
end

local destroyhum = (method == 4) or (method == 5)


local breakjoints = (method == 0) or (method == 4)
local antirespawn = (method == 0) or (method == 2) or (method == 3)

addtools = addtools and gp(lp, "Backpack", "Backpack")

if simradius == "shp" then


local shp = sethiddenproperty or set_hidden_property or set_hidden_prop or
sethiddenprop
if shp then
spawn(function()
while c and heartbeat:Wait() do
shp(lp, "SimulationRadius", inf)
end
end)
end
elseif simradius == "ssr" then
local ssr = setsimulationradius or set_simulation_radius or set_sim_radius or
setsimradius or set_simulation_rad or setsimulationrad
if ssr then
spawn(function()
while c and heartbeat:Wait() do
ssr(inf)
end
end)
end
end

antiragdoll = antiragdoll and function(v)


if v:IsA("HingeConstraint") or v:IsA("BallSocketConstraint") then
v.Parent = nil
end
end

if antiragdoll then
for i, v in pairs(c:GetDescendants()) do
antiragdoll(v)
end
c.DescendantAdded:Connect(antiragdoll)
end

if antirespawn then
respawnrequest()
end

if method == 0 then
wait(loadtime)
if not c then
return
end
end

if discharscripts then
for i, v in pairs(c:GetChildren()) do
if v:IsA("LocalScript") then
v.Disabled = true
end
end
elseif newanimate then
local animate = gp(c, "Animate", "LocalScript")
if animate and (not animate.Disabled) then
animate.Disabled = true
else
newanimate = false
end
end

local hum = c:FindFirstChildOfClass("Humanoid")


if hum then
for i, v in pairs(hum:GetPlayingAnimationTracks()) do
v:Stop()
end
end

if addtools then
for i, v in pairs(addtools:GetChildren()) do
if v:IsA("Tool") then
v.Parent = c
end
end
end

pcall(function()
settings().Physics.AllowSleep = false
settings().Physics.PhysicsEnvironmentalThrottle =
Enum.EnviromentalPhysicsThrottle.Disabled
end)

local OLDscripts = {}

for i, v in pairs(c:GetDescendants()) do
if v.ClassName == "Script" then
table.insert(OLDscripts, v)
end
end

local scriptNames = {}
for i, v in pairs(c:GetDescendants()) do
if v:IsA("BasePart") then
local newName = tostring(i)
local exists = true
while exists do
exists = false
for i, v in pairs(OLDscripts) do
if v.Name == newName then
exists = true
end
end
if exists then
newName = newName .. "_"
end
end
table.insert(scriptNames, newName)
Instance.new("Script", v).Name = newName
end
end

c.Archivable = true
local cl = c:Clone()
for i, v in pairs(cl:GetDescendants()) do
pcall(function()
v.Transparency = 1
v.Anchored = false
end)
end

local model = Instance.new("Model", c)


model.Name = model.ClassName

model:GetPropertyChangedSignal("Parent"):Connect(function()
if not (model and model.Parent) then
model = nil
end
end)

for i, v in pairs(c:GetChildren()) do
if v ~= model then
if destroyhum and v:IsA("Humanoid") then
v:Destroy()
else
if addtools and v:IsA("Tool") then
for i1, v1 in pairs(v:GetDescendants()) do
if v1 and v1.Parent and v1:IsA("BasePart") then
local bv = Instance.new("BodyVelocity", v1)
bv.Velocity = v3_0
bv.MaxForce = v3(1000, 1000, 1000)
bv.P = 1250
bv.Name = "bv_" .. v.Name
end
end
end
v.Parent = model
end
end
end
local head = gp(model, "Head", "BasePart")
local torso = gp(model, "Torso", "BasePart") or gp(model, "UpperTorso", "BasePart")
if breakjoints then
model:BreakJoints()
else
if head and torso then
for i, v in pairs(model:GetDescendants()) do
if v:IsA("Weld") or v:IsA("Snap") or v:IsA("Glue") or v:IsA("Motor") or
v:IsA("Motor6D") then
local save = false
if (v.Part0 == torso) and (v.Part1 == head) then
save = true
end
if (v.Part0 == head) and (v.Part1 == torso) then
save = true
end
if save then
if hedafterneck then
hedafterneck = v
end
else
v:Destroy()
end
end
end
end
if method == 3 then
spawn(function()
wait(loadtime)
if model then
model:BreakJoints()
end
end)
end
end

cl.Parent = c
for i, v in pairs(cl:GetChildren()) do
v.Parent = c
end
cl:Destroy()

local modelDes = {}
for i, v in pairs(model:GetDescendants()) do
if v:IsA("BasePart") then
i = tostring(i)
local con = nil
con = v:GetPropertyChangedSignal("Parent"):Connect(function()
if not (v and v.Parent) then
con:Disconnect()
modelDes[i] = nil
end
end)
modelDes[i] = v
end
end
local modelcolcon = nil
local function modelcolf()
if model then
for i, v in pairs(modelDes) do
v.CanCollide = false
end
else
modelcolcon:Disconnect()
end
end
modelcolcon = stepped:Connect(modelcolf)
modelcolf()

for i, scr in pairs(model:GetDescendants()) do


if (scr.ClassName == "Script") and table.find(scriptNames, scr.Name) then
local Part0 = scr.Parent
if Part0:IsA("BasePart") then
for i1, scr1 in pairs(c:GetDescendants()) do
if (scr1.ClassName == "Script") and (scr1.Name == scr.Name)
and (not scr1:IsDescendantOf(model)) then
local Part1 = scr1.Parent
if (Part1.ClassName == Part0.ClassName) and
(Part1.Name == Part0.Name) then
align(Part0, Part1)
break
end
end
end
end
end
end

if (typeof(hedafterneck) == "Instance") and head and head.Parent then


local aligns = {}
for i, v in pairs(head:GetDescendants()) do
if v:IsA("AlignPosition") or v:IsA("AlignOrientation") then
table.insert(aligns, v)
v.Enabled = false
end
end
spawn(function()
while c and hedafterneck and hedafterneck.Parent do
stepped:Wait()
end
if not (c and head and head.Parent) then
return
end
for i, v in pairs(aligns) do
pcall(function()
v.Enabled = true
end)
end
end)
end

for i, v in pairs(c:GetDescendants()) do
if v and v.Parent then
if v.ClassName == "Script" then
if table.find(scriptNames, v.Name) then
v:Destroy()
end
elseif not v:IsDescendantOf(model) then
if v:IsA("Decal") then
v.Transparency = 1
elseif v:IsA("ForceField") then
v.Visible = false
elseif v:IsA("Sound") then
v.Playing = false
elseif v:IsA("BillboardGui") or v:IsA("SurfaceGui") or
v:IsA("ParticleEmitter") or v:IsA("Fire") or v:IsA("Smoke") or v:IsA("Sparkles")
then
v.Enabled = false
end
end
end
end

if newanimate then
local animate = gp(c, "Animate", "LocalScript")
if animate then
animate.Disabled = false
end
end

if addtools then
for i, v in pairs(c:GetChildren()) do
if v:IsA("Tool") then
v.Parent = addtools
end
end
end

local hum0 = model:FindFirstChildOfClass("Humanoid")


local hum1 = c:FindFirstChildOfClass("Humanoid")
if hum1 then
ws.CurrentCamera.CameraSubject = hum1
local camSubCon = nil
local function camSubFunc()
camSubCon:Disconnect()
if c and hum1 and (hum1.Parent == c) then
ws.CurrentCamera.CameraSubject = hum1
end
end
camSubCon = renderstepped:Connect(camSubFunc)
if hum0 then
hum0.Changed:Connect(function(prop)
if (prop == "Jump") and hum1 and hum1.Parent then
hum1.Jump = hum0.Jump
end
end)
else
lp.Character = nil
lp.Character = c
end
end

local rb = Instance.new("BindableEvent", c)
rb.Event:Connect(function()
rb:Destroy()
sg:SetCore("ResetButtonCallback", true)
if destroyhum then
c:BreakJoints()
return
end
if antirespawn then
if hum0 and hum0.Parent and (hum0.Health > 0) then
model:BreakJoints()
hum0.Health = 0
end
respawnrequest()
else
if hum0 and hum0.Parent and (hum0.Health > 0) then
model:BreakJoints()
hum0.Health = 0
end
end
end)
sg:SetCore("ResetButtonCallback", rb)

spawn(function()
while c do
if hum0 and hum0.Parent and hum1 and hum1.Parent then
hum1.Jump = hum0.Jump
end
wait()
end
sg:SetCore("ResetButtonCallback", true)
end)

R15toR6 = R15toR6 and hum1 and (hum1.RigType == Enum.HumanoidRigType.R15)


if R15toR6 then
local cfr = nil
pcall(function()
cfr = gp(c, "HumanoidRootPart", "BasePart").CFrame
end)
if cfr then
local R6parts = {
head = {
Name = "Head",
Size = v3(2, 1, 1),
R15 = {
Head = 0
}
},
torso = {
Name = "Torso",
Size = v3(2, 2, 1),
R15 = {
UpperTorso = 0.2,
LowerTorso = -0.8
}
},
root = {
Name = "HumanoidRootPart",
Size = v3(2, 2, 1),
R15 = {
HumanoidRootPart = 0
}
},
leftArm = {
Name = "Left Arm",
Size = v3(1, 2, 1),
R15 = {
LeftHand = -0.85,
LeftLowerArm = -0.2,
LeftUpperArm = 0.4
}
},
rightArm = {
Name = "Right Arm",
Size = v3(1, 2, 1),
R15 = {
RightHand = -0.85,
RightLowerArm = -0.2,
RightUpperArm = 0.4
}
},
leftLeg = {
Name = "Left Leg",
Size = v3(1, 2, 1),
R15 = {
LeftFoot = -0.85,
LeftLowerLeg = -0.15,
LeftUpperLeg = 0.6
}
},
rightLeg = {
Name = "Right Leg",
Size = v3(1, 2, 1),
R15 = {
RightFoot = -0.85,
RightLowerLeg = -0.15,
RightUpperLeg = 0.6
}
}
}
for i, v in pairs(c:GetChildren()) do
if v:IsA("BasePart") then
for i1, v1 in pairs(v:GetChildren()) do
if v1:IsA("Motor6D") then
v1.Part0 = nil
end
end
end
end
for i, v in pairs(R6parts) do
local part = Instance.new("Part")
part.Name = v.Name
part.Size = v.Size
part.CFrame = cfr
part.Anchored = false
part.Transparency = 1
part.CanCollide = false
for i1, v1 in pairs(v.R15) do
local R15part = gp(c, i1, "BasePart")
local att = gp(R15part, "att1_" .. i1, "Attachment")
if R15part then
local weld = Instance.new("Weld", R15part)
weld.Name = "Weld_" .. i1
weld.Part0 = part
weld.Part1 = R15part
weld.C0 = cf(0, v1, 0)
weld.C1 = cf(0, 0, 0)
R15part.Massless = true
R15part.Name = "R15_" .. i1
R15part.Parent = part
if att then
att.Parent = part
att.Position = v3(0, v1, 0)
end
end
end
part.Parent = c
R6parts[i] = part
end
local R6joints = {
neck = {
Parent = R6parts.torso,
Name = "Neck",
Part0 = R6parts.torso,
Part1 = R6parts.head,
C0 = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0),
C1 = cf(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)
},
rootJoint = {
Parent = R6parts.root,
Name = "RootJoint" ,
Part0 = R6parts.root,
Part1 = R6parts.torso,
C0 = cf(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0),
C1 = cf(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)
},
rightShoulder = {
Parent = R6parts.torso,
Name = "Right Shoulder",
Part0 = R6parts.torso,
Part1 = R6parts.rightArm,
C0 = cf(1, 0.5, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0),
C1 = cf(-0.5, 0.5, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)
},
leftShoulder = {
Parent = R6parts.torso,
Name = "Left Shoulder",
Part0 = R6parts.torso,
Part1 = R6parts.leftArm,
C0 = cf(-1, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0),
C1 = cf(0.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
},
rightHip = {
Parent = R6parts.torso,
Name = "Right Hip",
Part0 = R6parts.torso,
Part1 = R6parts.rightLeg,
C0 = cf(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0),
C1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)
},
leftHip = {
Parent = R6parts.torso,
Name = "Left Hip" ,
Part0 = R6parts.torso,
Part1 = R6parts.leftLeg,
C0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0),
C1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
}
}
for i, v in pairs(R6joints) do
local joint = Instance.new("Motor6D")
for prop, val in pairs(v) do
joint[prop] = val
end
R6joints[i] = joint
end
hum1.RigType = Enum.HumanoidRigType.R6
hum1.HipHeight = 0
end
end

wait()
if not c then
return
end

local venttoggle = false


local vented = false
local mode2 = false
local attack = false
local modetoggle = false
local dead = false
local dtoggle = false
local sittoggle = false
local sit = false
local sine = 0
local mouse = lp:GetMouse()

local joints = {
["RootJoint"] = "",
["Neck"] = "",
["Right Hip"] = "",
["Left Hip"] = "",
["Left Shoulder"] = "",
["Right Shoulder"] = ""
}

for i, v in pairs(c:GetDescendants()) do
if v:IsA("Motor6D") and (joints[v.Name] == "") and (not
v:IsDescendantOf(model)) then
joints[v.Name] = v
end
end

for i, v in pairs(joints) do
if v and (v ~= "") then
v.C0 = cf(0, 0, 0)
v.C1 = cf(0, 0, 0)
else
return
end
end

local Root = gp(c, "HumanoidRootPart", "BasePart")


if not Root then
return
end

local function replace(a)


local b, c = a.Part0, a.Part1
a.Part1, a.Part0 = b, c
end

replace(joints["Left Shoulder"])
replace(joints["Right Shoulder"])
replace(joints["Left Hip"])
replace(joints["Right Hip"])

for i, v in pairs(c:GetChildren()) do
if v:IsA("Accessory") then
v:Destroy()
end
end

joints.Neck.C0 = cf(0, 0.3, -0.5)

mouse.Button1Down:Connect(function()
if not (kill or mode2 or dead) then
attack = true
vented = false
hum1.WalkSpeed = 0
wait(0.5)
hum1.WalkSpeed = 16
attack = false
end
end)

mouse.KeyDown:Connect(function(key)
if not c then
return
end
key = key:lower()
if k == "e" then
if not venttoggle then
modetoggle = false
mode2 = false
venttoggle = true
vented = true
hum1.WalkSpeed = 100
position = "ventidle"
elseif venttoggle then
venttoggle = false
vented = false
hum1.WalkSpeed = 16
end
elseif key == "f" then
if not modetoggle then
venttoggle = false
vented = false
modetoggle = true
mode2 = true
sittoggle = false
sit = false
hum1.WalkSpeed = 60
elseif modetoggle then
modetoggle = false
mode2 = false
hum1.WalkSpeed = 16
end
elseif key == "q" then
if dtoggle == false then
venttoggle = false
vented = false
modetoggle = false
mode2 = false
dtoggle = true
dead = true
sittoggle = false
sit = false
hum1.WalkSpeed = 0
elseif dtoggle == true then
dtoggle = false
dead = false
hum1.WalkSpeed = 16
end
elseif key == "c" then
if sittoggle == false then
venttoggle = false
vented = false
modetoggle = false
mode2 = false
dtoggle = false
dead = false
sittoggle = true
sit = true
hum1.WalkSpeed = 0
elseif sittoggle == true then
sittoggle = false
sit = false
hum1.WalkSpeed = 16
end
end
end)

local pose = "idle"


while stepped:Wait() and c do
if attack then
pose = "attack"
elseif dead then
pose = "dead"
elseif sit then
pose = "sit"
elseif mode2 then
if Root.Velocity.Magnitude < 2 then
pose = "idle2"
elseif Root.Velocity.Magnitude > 20 then
pose = "walk2"
end
else
if Root.Velocity.y > 1 then
pose = "jump"
elseif Root.Velocity.y < -1 then
pose = "fall"
elseif Root.Velocity.Magnitude < 2 then
pose = "idle"
elseif Root.Velocity.Magnitude < 20 then
pose = "walk"
elseif Root.Velocity.Magnitude > 20 then
pose = "run"
end
end
sine += 1
if pose == "idle" then
joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 *
math.sin(sine/12), 0 + 0.3 * math.sin(sine/12), 0 + 0 * math.sin(sine/12)) *
CFrame.Angles(math.rad(0 + 10 * math.sin(sine/12)), math.rad(0 + 0 *
math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.5 + 0 *
math.sin(sine/12), 2 + 0.3 * math.sin(sine/12), 0.3 + 0 * math.sin(sine/12)) *
CFrame.Angles(math.rad(0 + 10 * math.sin(sine/12)), math.rad(20 + 0 *
math.sin(sine/12)), math.rad(-3 + 0 * math.sin(sine/12))),0.1)
joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.5 + 0 *
math.sin(sine/12), 2 + 0.3 * math.sin(sine/12), 0.3 + 0 * math.sin(sine/12)) *
CFrame.Angles(math.rad(0 + 10 * math.sin(sine/12)), math.rad(-20 + 0 *
math.sin(sine/12)), math.rad(3 + 0 * math.sin(sine/12))),0.1)
elseif pose == "walk" then
joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 *
math.sin(sine/12), 0 + 0.3 * math.sin(sine/12), 0 + 0 * math.sin(sine/12)) *
CFrame.Angles(math.rad(-10 + 0 * math.sin(sine/12)), math.rad(0 + 0 *
math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.5 + 0 *
math.sin(sine/12), 2 + 0.3 * math.sin(sine/12), 0.3 + 0.3 * math.sin(sine/12)) *
CFrame.Angles(math.rad(0 + 30 * math.sin(sine/12)), math.rad(0 + 0 *
math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.5 + 0 *
math.sin(sine/12), 2 + 0.3 * math.sin(sine/12), 0.3 + -0.3 * math.sin(sine/12)) *
CFrame.Angles(math.rad(0 + -30 * math.sin(sine/12)), math.rad(0 + 0 *
math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
elseif pose == "jump" then
joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 *
math.sin(sine/12), 0 + 0 * math.sin(sine/12), 0 + 0 * math.sin(sine/12)) *
CFrame.Angles(math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 *
math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.5 + 0 *
math.sin(sine/12), 0.5 + 0 * math.sin(sine/12), 0.5 + 0 * math.sin(sine/12)) *
CFrame.Angles(math.rad(15 + 0 * math.sin(sine/12)), math.rad(0 + 0 *
math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.5 + 0 *
math.sin(sine/12), 1 + 0 * math.sin(sine/12), 0.5 + 0 * math.sin(sine/12)) *
CFrame.Angles(math.rad(10 + 0 * math.sin(sine/12)), math.rad(0 + 0 *
math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
elseif pose == "fall" then
joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 *
math.sin(sine/12), 0 + 0 * math.sin(sine/12), 0 + 0 * math.sin(sine/12)) *
CFrame.Angles(math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 *
math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.5 + 0 *
math.sin(sine/12), 0.5 + 0 * math.sin(sine/12), 0.5 + 0 * math.sin(sine/12)) *
CFrame.Angles(math.rad(15 + 10 * math.sin(sine/12)), math.rad(0 + 0 *
math.sin(sine/12)), math.rad(-10 + 0 * math.sin(sine/12))),0.1)
joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.5 + 0 *
math.sin(sine/12), 1 + 0 * math.sin(sine/12), 0.5 + 0 * math.sin(sine/12)) *
CFrame.Angles(math.rad(10 + 5 * math.sin(sine/12)), math.rad(0 + 0 *
math.sin(sine/12)), math.rad(10 + 0 * math.sin(sine/12))),0.1)
elseif pose == "vent" then
joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 *
math.sin(sine/12), 0 + -8 * math.sin(sine/12), 0 + 0 * math.sin(sine/12)) *
CFrame.Angles(math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 *
math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.5 + 0 *
math.sin(sine/12), 1.5 + 0 * math.sin(sine/12), 1 + 0 * math.sin(sine/12)) *
CFrame.Angles(math.rad(26.02 + 0 * math.sin(sine/12)), math.rad(0 + 0 *
math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.5 + 0 *
math.sin(sine/12), 2 + 0 * math.sin(sine/12), 0 + 0 * math.sin(sine/12)) *
CFrame.Angles(math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 *
math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
elseif pose == "ventidle" then
joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 *
math.sin(sine/12), -20 + 0 * math.sin(sine/12), 0 + 0 * math.sin(sine/12)) *
CFrame.Angles(math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 *
math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.5 + 0 *
math.sin(sine/12), 1.5 + 0 * math.sin(sine/12), 1 + 0 * math.sin(sine/12)) *
CFrame.Angles(math.rad(26.02 + 0 * math.sin(sine/12)), math.rad(0 + 0 *
math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.5 + 0 *
math.sin(sine/12), 2 + 0 * math.sin(sine/12), 0 + 0 * math.sin(sine/12)) *
CFrame.Angles(math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 *
math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
elseif pose == "idle2" then
joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 *
math.sin(sine/20), 3 + 0.3 * math.sin(sine/20), 0 + 0 * math.sin(sine/20)) *
CFrame.Angles(math.rad(0 + 20 * math.sin(sine/20)), math.rad(0 + 0 *
math.sin(sine/20)), math.rad(0 + 0 * math.sin(sine/20))),0.1)
joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.5 + 0 *
math.sin(sine/20), 1 + 0 * math.sin(sine/20), 1 + 0 * math.sin(sine/20)) *
CFrame.Angles(math.rad(20 + -20 * math.sin(sine/20)), math.rad(0 + 0 *
math.sin(sine/20)), math.rad(0 + 0 * math.sin(sine/20))),0.1)
joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.5 + 0 *
math.sin(sine/20), 2 + 0 * math.sin(sine/20), 0.5 + -0.5 * math.sin(sine/20)) *
CFrame.Angles(math.rad(10 + -20 * math.sin(sine/20)), math.rad(0 + 0 *
math.sin(sine/20)), math.rad(0 + 0 * math.sin(sine/20))),0.1)
elseif pose == "walk2" then
joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 *
math.sin(sine/20), 3 + 0.3 * math.sin(sine/20), 0 + 0 * math.sin(sine/20)) *
CFrame.Angles(math.rad(-60 + 10 * math.sin(sine/20)), math.rad(0 + 0 *
math.sin(sine/20)), math.rad(0 + 0 * math.sin(sine/20))),0.1)
joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.4 + 0 *
math.sin(sine/20), 2 + 0 * math.sin(sine/20), 0.3 + 0 * math.sin(sine/20)) *
CFrame.Angles(math.rad(0 + -10 * math.sin(sine/20)), math.rad(0 + 0 *
math.sin(sine/20)), math.rad(-5 + 0 * math.sin(sine/20))),0.1)
joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.5 + 0 *
math.sin(sine/20), 1 + 0 * math.sin(sine/20), 0.5 + 0 * math.sin(sine/20)) *
CFrame.Angles(math.rad(0 + -20 * math.sin(sine/20)), math.rad(0 + 0 *
math.sin(sine/20)), math.rad(5 + 0 * math.sin(sine/20))),0.1)
elseif pose == "attack" then
joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 *
math.sin(sine/5), 0 + 0 * math.sin(sine/5), 0 + 0 * math.sin(sine/5)) *
CFrame.Angles(math.rad(30 + 0 * math.sin(sine/5)), math.rad(0 + 0 *
math.sin(sine/5)), math.rad(0 + 0 * math.sin(sine/5))),0.1)
joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.4 + 0 *
math.sin(sine/12), 2 + 0 * math.sin(sine/12), 0.5 + 0 * math.sin(sine/12)) *
CFrame.Angles(math.rad(30 + 0 * math.sin(sine/12)), math.rad(0 + 0 *
math.sin(sine/12)), math.rad(-4 + 0 * math.sin(sine/12))),0.1)
joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.4 + 0 *
math.sin(sine/12), 2 + 0 * math.sin(sine/12), 0.5 + 0 * math.sin(sine/12)) *
CFrame.Angles(math.rad(30 + 0 * math.sin(sine/12)), math.rad(0 + 0 *
math.sin(sine/12)), math.rad(4 + 0 * math.sin(sine/12))),0.1)
elseif pose == "sit" then
joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 *
math.sin(sine/5), -1.8 + 0 * math.sin(sine/5), 0 + 0 * math.sin(sine/5)) *
CFrame.Angles(math.rad(10 + 0 * math.sin(sine/5)), math.rad(0 + 0 *
math.sin(sine/5)), math.rad(0 + 0 * math.sin(sine/5))),0.1)
joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.4 + 0 *
math.sin(sine/12), 1 + 0 * math.sin(sine/12), -1 + 0 * math.sin(sine/12)) *
CFrame.Angles(math.rad(-90 + 0 * math.sin(sine/12)), math.rad(10 + 0 *
math.sin(sine/12)), math.rad(-4 + 0 * math.sin(sine/12))),0.1)
joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.4 + 0 *
math.sin(sine/12), 1 + 0 * math.sin(sine/12), -1 + 0 * math.sin(sine/12)) *
CFrame.Angles(math.rad(-90 + 0 * math.sin(sine/12)), math.rad(-10 + 0 *
math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
elseif pose == "dead" then
joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 *
math.sin(sine/5), -2.5 + 0 * math.sin(sine/5), -1 + 0 * math.sin(sine/5)) *
CFrame.Angles(math.rad(-90 + 0 * math.sin(sine/5)), math.rad(0 + 0 *
math.sin(sine/5)), math.rad(0 + 0 * math.sin(sine/5))),0.1)
joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.4 + 0 *
math.sin(sine/12), 3 + 0 * math.sin(sine/12), 0 + 0 * math.sin(sine/12)) *
CFrame.Angles(math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 *
math.sin(sine/12)), math.rad(-4 + 0 * math.sin(sine/12))),0.1)
joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.4 + 0 *
math.sin(sine/12), 3 + 0 * math.sin(sine/12), 0 + 0 * math.sin(sine/12)) *
CFrame.Angles(math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 *
math.sin(sine/12)), math.rad(4 + 0 * math.sin(sine/12))),0.1)
end
joints["Right Shoulder"].C0 = joints["Right Shoulder"].C0:lerp(CFrame.new(-0.4
+ 0 * math.sin(sine/12), 0 + 0 * math.sin(sine/12), -0.8 + 0 * math.sin(sine/12)) *
CFrame.Angles(math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 *
math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
joints["Left Shoulder"].C0 = joints["Left Shoulder"].C0:lerp(CFrame.new(0.4 + 0
* math.sin(sine/12), 0 + 0 * math.sin(sine/12), -0.8 + 0 * math.sin(sine/12)) *
CFrame.Angles(math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 *
math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
end

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