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--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
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)
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
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
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
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, 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 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)
wait()
if not c then
return
end
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
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
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)