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FE Arrow (No Hats Needed!) script pastebin roblox
By FE Arrow (No Hats Needed!) on 2024-11-27 08:00 am | Syntax: LUA | Views: 14



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  1. --[[FE Arrow (No Hats needed!)
  2. Created by remainingshater108 :)
  3. Note: Your Character must be R6.
  4. ]]
  5.  
  6.  
  7. function rmesh(a)
  8. if not (workspace[game.Players.LocalPlayer.Name][a].Handle:FindFirstChild('Mesh') or workspace[game.Players.LocalPlayer.Name][a].Handle:FindFirstChild('SpecialMesh')) then return end
  9. old=game.Players.LocalPlayer.Character
  10. game.Players.LocalPlayer.Character=workspace[game.Players.LocalPlayer.Name]
  11. for i,v in next, workspace[game.Players.LocalPlayer.Name]:FindFirstChild(a).Handle:GetDescendants() do
  12. if v:IsA('Mesh') or v:IsA('SpecialMesh') then
  13. v:Remove()
  14. end
  15. end
  16. for i = 1 , 2 do
  17. game.Players.LocalPlayer.Character=old
  18. end
  19. end
  20.  
  21. HumanDied = false for i,v in next, game:GetService("Players").LocalPlayer.Character:GetDescendants() do if v:IsA("BasePart") then  _G.netless=game:GetService("RunService").Heartbeat:connect(function() v.AssemblyLinearVelocity = Vector3.new(-30,0,0) sethiddenproperty(game.Players.LocalPlayer,"MaximumSimulationRadius",math.huge) sethiddenproperty(game.Players.LocalPlayer,"SimulationRadius",999999999) end) end end  local plr = game.Players.LocalPlayer local char = plr.Character local srv = game:GetService('RunService') local ct = {}  char.Archivable = true local reanim = char:Clone() reanim.Name = 'Nexo '..plr.Name..'' fl=Instance.new('Folder',char) fl.Name ='Nexo' reanim.Animate.Disabled=true char.HumanoidRootPart:Destroy() char.Humanoid:ChangeState(16)  for i,v in next, char.Humanoid:GetPlayingAnimationTracks() do v:Stop() end char.Animate:Remove()  function create(part, parent, p, r) Instance.new("Attachment",part) Instance.new("AlignPosition",part) Instance.new("AlignOrientation",part) Instance.new("Attachment",parent) part.Attachment.Name = part.Name parent.Attachment.Name = part.Name part.AlignPosition.Attachment0 = part[part.Name] part.AlignOrientation.Attachment0 = part[part.Name] part.AlignPosition.Attachment1 = parent[part.Name] part.AlignOrientation.Attachment1 = parent[part.Name] parent[part.Name].Position = p or Vector3.new() part[part.Name].Orientation = r or Vector3.new() part.AlignPosition.MaxForce = 999999999 part.AlignPosition.MaxVelocity = math.huge part.AlignPosition.ReactionForceEnabled = false part.AlignPosition.Responsiveness = math.huge part.AlignOrientation.Responsiveness = math.huge part.AlignPosition.RigidityEnabled = false part.AlignOrientation.MaxTorque = 999999999 end  for i,v in next, char:GetDescendants() do if v:IsA('Accessory') then v.Handle:BreakJoints() create(v.Handle,reanim[v.Name].Handle) end end  char.Torso['Left Shoulder']:Destroy() char.Torso['Right Shoulder']:Destroy() char.Torso['Left Hip']:Destroy() char.Torso['Right Hip']:Destroy()  create(char['Torso'],reanim['Torso']) create(char['Left Arm'],reanim['Left Arm']) create(char['Right Arm'],reanim['Right Arm']) create(char['Left Leg'],reanim['Left Leg']) create(char['Right Leg'],reanim['Right Leg'])  for i,v in next, reanim:GetDescendants() do if v:IsA('BasePart') or v:IsA('Decal') then v.Transparency = 1 end end  reanim.Parent = fl  for i,v in next, reanim:GetDescendants() do if v:IsA('BasePart') then table.insert(ct,srv.RenderStepped:Connect(function() v.CanCollide = false end)) end end  for i,v in next, char:GetDescendants() do if v:IsA('BasePart') then table.insert(ct,srv.RenderStepped:Connect(function() v.CanCollide = false end)) end end  for i,v in next, reanim:GetDescendants() do if v:IsA('BasePart') then table.insert(ct,srv.Stepped:Connect(function() v.CanCollide = false end)) end end  for i,v in next, char:GetDescendants() do if v:IsA('BasePart') then table.insert(ct,srv.Stepped:Connect(function() v.CanCollide = false end)) end end  table.insert(ct,reanim.Humanoid.Died:Connect(function() plr.Character = char char:BreakJoints() reanim:Destroy() game.Players:Chat('-gr') _G.netless:Disconnect() HumanDied = true for _,v in pairs(ct) do v:Disconnect() end end))  plr.Character = reanim workspace.CurrentCamera.CameraSubject = reanim.Humanoid
  22.  
  23. IT = Instance.new
  24. CF = CFrame.new
  25. VT = Vector3.new
  26. RAD = math.rad
  27. C3 = Color3.new
  28. UD2 = UDim2.new
  29. BRICKC = BrickColor.new
  30. ANGLES = CFrame.Angles
  31. EULER = CFrame.fromEulerAnglesXYZ
  32. COS = math.cos
  33. ACOS = math.acos
  34. SIN = math.sin
  35. ASIN = math.asin
  36. ABS = math.abs
  37. MRANDOM = math.random
  38. FLOOR = math.floor
  39.  
  40. speed = 1
  41. sine = 1
  42. srv = game:GetService('RunService')
  43.  
  44. reanim = game.Players.LocalPlayer.Character
  45.  
  46. function hat(h,p,c1,c0,m)
  47. reanim[h].Handle.AccessoryWeld.Part1=reanim[p]
  48. reanim[h].Handle.AccessoryWeld.C1=c1 or CFrame.new()
  49. reanim[h].Handle.AccessoryWeld.C0=reanim[h].Handle.AccessoryWeld.C0:Lerp(c0 or CFrame.new(),1)
  50. if m == true then
  51. rmesh(h)
  52. end
  53. end
  54.  
  55. m=game.Players.LocalPlayer:GetMouse()
  56. RJ = reanim.HumanoidRootPart.RootJoint
  57. RS = reanim.Torso['Right Shoulder']
  58. LS = reanim.Torso['Left Shoulder']
  59. RH = reanim.Torso['Right Hip']
  60. LH = reanim.Torso['Left Hip']
  61. Root = reanim.HumanoidRootPart
  62. NECK = reanim.Torso.Neck
  63. NECK.C0 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  64. NECK.C1 = CF(0,-0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  65. RJ.C1 = CF(0,-1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  66. RJ.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  67. RS.C1 = CF(0,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  68. LS.C1 = CF(0,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  69. RH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  70. LH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  71. RH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  72. LH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  73. RS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  74. LS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  75.  
  76. -- for modes u can go in this link : https://Nexo.notxeneon15.repl.co/nexo/modes.lua
  77.  
  78. coroutine.wrap(function()
  79. while true do -- anim changer
  80. if HumanDied then break end
  81. sine = sine + speed
  82. local rlegray = Ray.new(reanim["Right Leg"].Position + Vector3.new(0, 0.5, 0), Vector3.new(0, -2, 0))
  83. local rlegpart, rlegendPoint = workspace:FindPartOnRay(rlegray, char)
  84. local llegray = Ray.new(reanim["Left Leg"].Position + Vector3.new(0, 0.5, 0), Vector3.new(0, -2, 0))
  85. local llegpart, llegendPoint = workspace:FindPartOnRay(llegray, char)
  86. local rightvector = (Root.Velocity * Root.CFrame.rightVector).X + (Root.Velocity * Root.CFrame.rightVector).Z
  87. local lookvector = (Root.Velocity * Root.CFrame.lookVector).X + (Root.Velocity * Root.CFrame.lookVector).Z
  88. if lookvector > reanim.Humanoid.WalkSpeed then
  89. lookvector = reanim.Humanoid.WalkSpeed
  90. end
  91. if lookvector < -reanim.Humanoid.WalkSpeed then
  92. lookvector = -reanim.Humanoid.WalkSpeed
  93. end
  94. if rightvector > reanim.Humanoid.WalkSpeed then
  95. rightvector = reanim.Humanoid.WalkSpeed
  96. end
  97. if rightvector < -reanim.Humanoid.WalkSpeed then
  98. rightvector = -reanim.Humanoid.WalkSpeed
  99. end
  100. local lookvel = lookvector / reanim.Humanoid.WalkSpeed
  101. local rightvel = rightvector / reanim.Humanoid.WalkSpeed
  102. if reanim.Humanoid.Jump then -- jump
  103. NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),0+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
  104. RJ.C0=RJ.C0:Lerp(CFrame.new(0+0.5*math.cos(sine/10),0+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
  105. RS.C0=RS.C0:Lerp(CFrame.new(3.8+0*math.cos(sine/10),-0.5+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(-220+0*math.cos(sine/10))),.2)
  106. LS.C0=LS.C0:Lerp(CFrame.new(4.4+0*math.cos(sine/10),1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(220+0*math.cos(sine/10))),.2)
  107. RH.C0=RH.C0:Lerp(CFrame.new(1+0*math.cos(sine/10),0.5+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(90+0*math.cos(sine/10))),.2)
  108. LH.C0=LH.C0:Lerp(CFrame.new(5+0*math.cos(sine/10),0.5+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(-90+0*math.cos(sine/10))),.2)
  109. elseif Root.Velocity.y < -1 and reanim.Humanoid.Jump then -- fall
  110. NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),0+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
  111. RJ.C0=RJ.C0:Lerp(CFrame.new(0+0.5*math.cos(sine/10),0+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
  112. RS.C0=RS.C0:Lerp(CFrame.new(3.8+0*math.cos(sine/10),-0.5+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(-220+0*math.cos(sine/10))),.2)
  113. LS.C0=LS.C0:Lerp(CFrame.new(4.4+0*math.cos(sine/10),1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(220+0*math.cos(sine/10))),.2)
  114. RH.C0=RH.C0:Lerp(CFrame.new(1+0*math.cos(sine/10),0.5+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(90+0*math.cos(sine/10))),.2)
  115. LH.C0=LH.C0:Lerp(CFrame.new(5+0*math.cos(sine/10),0.5+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(-90+0*math.cos(sine/10))),.2)
  116. elseif Root.Velocity.Magnitude < 2 NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),0+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) RJ.C0=RJ.C0:Lerp(CFrame.new(0+0.5*math.cos(sine/10),0+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) RS.C0=RS.C0:Lerp(CFrame.new(3.8+0*math.cos(sine/10),-0.5+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(-220+0*math.cos(sine/10))),.2) LS.C0=LS.C0:Lerp(CFrame.new(4.4+0*math.cos(sine/10),1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(220+0*math.cos(sine/10))),.2) RH.C0=RH.C0:Lerp(CFrame.new(1+0*math.cos(sine/10),0.5+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(90+0*math.cos(sine/10))),.2) LH.C0=LH.C0:Lerp(CFrame.new(5+0*math.cos(sine/10),0.5+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(-90+0*math.cos(sine/10))),.2) NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),0+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) RJ.C0=RJ.C0:Lerp(CFrame.new(0+0.5*math.cos(sine/10),0+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) RS.C0=RS.C0:Lerp(CFrame.new(3.8+0*math.cos(sine/10),-0.5+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(-220+0*math.cos(sine/10))),.2) LS.C0=LS.C0:Lerp(CFrame.new(4.4+0*math.cos(sine/10),1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(220+0*math.cos(sine/10))),.2) RH.C0=RH.C0:Lerp(CFrame.new(1+0*math.cos(sine/10),0.5+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(90+0*math.cos(sine/10))),.2) LH.C0=LH.C0:Lerp(CFrame.new(5+0*math.cos(sine/10),0.5+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(-90+0*math.cos(sine/10))),.2)> 20 then -- run
  117. NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),0+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
  118. RJ.C0=RJ.C0:Lerp(CFrame.new(0+0.5*math.cos(sine/10),0+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
  119. RS.C0=RS.C0:Lerp(CFrame.new(3.8+0*math.cos(sine/10),-0.5+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(-220+0*math.cos(sine/10))),.2)
  120. LS.C0=LS.C0:Lerp(CFrame.new(4.4+0*math.cos(sine/10),1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(220+0*math.cos(sine/10))),.2)
  121. RH.C0=RH.C0:Lerp(CFrame.new(1+0*math.cos(sine/10),0.5+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(90+0*math.cos(sine/10))),.2)
  122. LH.C0=LH.C0:Lerp(CFrame.new(5+0*math.cos(sine/10),0.5+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(-90+0*math.cos(sine/10))),.2)
  123. end
  124. srv.RenderStepped:Wait()
  125. end
  126. end)()
  127. --Created using Nexo Animator V4



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