- setsimulationradius(math.huge, math.huge)
- local mouse = game.Players.LocalPlayer:GetMouse()
- game.Players.LocalPlayer.Character.Archivable = true
- game.Players.LocalPlayer.Character.Animate.Disabled = true
- local clonec = game.Players.LocalPlayer.Character:Clone()
- clonec.Parent = workspace
- clonec.Name = "POOCLONE"
- clonec.Humanoid.HipHeight = -1.2 -- change this to look taller.
- game.Players.LocalPlayer.Character = clonec
- clonec.Animate.Disabled = false
- workspace.Camera.CameraSubject = clonec.Humanoid
- game.Players.LocalPlayer.Character = workspace[game.Players.LocalPlayer.Name]
- game.Players.LocalPlayer.Character.Animate.Disabled = true
- ---game.Players.LocalPlayer.Character.HumanoidRootPart.Anchored = true
- game.Players.LocalPlayer.Character.Humanoid.Animator:Destroy()
- spawn(function()
- while true do
- if game.Players.LocalPlayer.Character:FindFirstChild("Humanoid") then
- clonec.Humanoid.Jump = game.Players.LocalPlayer.Character.Humanoid.Jump
- local veco = workspace.Camera.CFrame:VectorToObjectSpace(game.Players.LocalPlayer.Character.Humanoid.MoveDirection)
- clonec.Humanoid:Move(veco, true)
- end
- wait()
- end
- end)
- for i,v in pairs(clonec:GetDescendants())do
- if v:IsA("Part") then
- v.Transparency = 1
- end
- end
- local bodyvelocity = Instance.new("BodyVelocity",game.Players.LocalPlayer.Character["HumanoidRootPart"])
- bodyvelocity.MaxForce = Vector3.new(9.9999999805064e+18, 9.999999869911e+14, 9.999999869911e+14)
- bodyvelocity.Velocity = Vector3.new(0, 0, 0)
- game:GetService("RunService").Stepped:connect(function()
- game.Players.LocalPlayer.Character.Torso.CanCollide = false
- game.Players.LocalPlayer.Character.Head.CanCollide = false
- game.Players.LocalPlayer.Character.HumanoidRootPart.CanCollide = false
- game.Players.LocalPlayer.Character.Humanoid.PlatformStand = true
- game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = (clonec.HumanoidRootPart.CFrame * CFrame.Angles(math.rad(-90),0,0)) * CFrame.new(0,-0,-1)
- game.Players.LocalPlayer.Character.HumanoidRootPart.Velocity = Vector3.new(0,0,0)
- game.Players.LocalPlayer.Character.HumanoidRootPart.RotVelocity = Vector3.new(0,0,0)
- end)
- local segments = Instance.new("Folder")
- local part = Instance.new("Part")
- local part_2 = Instance.new("Part")
- segments.Name = "segments"
- segments.Parent = workspace
- part.Anchored = true
- part.CanCollide = false
- part.Transparency = 1
- part.Size = Vector3.new(1, 1, 2)
- part.BottomSurface = Enum.SurfaceType.Smooth
- part.BrickColor = BrickColor.new("Alder")
- part.TopSurface = Enum.SurfaceType.Smooth
- part.Color = Color3.new(0.666667, 0.333333, 1)
- part.Parent = segments
- part.Name = "seg1"
- part.CFrame = CFrame.new(-4.1, 2.1, -37.5)
- part_2.Anchored = true
- part_2.CanCollide = false
- part_2.Size = Vector3.new(1, 1, 2)
- part_2.BottomSurface = Enum.SurfaceType.Smooth
- part_2.BrickColor = BrickColor.new("Cool yellow")
- part_2.TopSurface = Enum.SurfaceType.Smooth
- part_2.Color = Color3.new(0.992157, 0.917647, 0.552941)
- part_2.Parent = segments
- part_2.CFrame = CFrame.new(-4.1, 2.1, -37.5)
- part_2.Name = "seg2"
- part_2.Transparency = 1
- local segments2 = Instance.new("Folder")
- local part = Instance.new("Part")
- local part_2 = Instance.new("Part")
- segments2.Name = "segments2"
- segments2.Parent = workspace
- part.Anchored = true
- part.CanCollide = false
- part.Size = Vector3.new(1, 1, 2)
- part.BottomSurface = Enum.SurfaceType.Smooth
- part.BrickColor = BrickColor.new("Alder")
- part.TopSurface = Enum.SurfaceType.Smooth
- part.Name = "seg1"
- part.Color = Color3.new(0.666667, 0.333333, 1)
- part.Parent = segments2
- part.CFrame = CFrame.new(-4.1, 2.1, -37.5)
- part_2.Anchored = true
- part_2.CanCollide = false
- part_2.Size = Vector3.new(1, 1, 2)
- part_2.BottomSurface = Enum.SurfaceType.Smooth
- part_2.BrickColor = BrickColor.new("Alder")
- part_2.TopSurface = Enum.SurfaceType.Smooth
- part_2.Color = Color3.new(0.666667, 0.333333, 1)
- part_2.Parent = segments2
- part_2.CFrame = CFrame.new(-4.1, 2.1, -37.5)
- part_2.Name = "seg2"
- part_2.Transparency = 1
- part.Transparency = 1
- local leg1 = Instance.new("Part")
- leg1.Anchored = true
- leg1.Size = Vector3.new(0.5, 0.2, 0.5)
- leg1.BottomSurface = Enum.SurfaceType.Smooth
- leg1.Color = Color3.new(0, 1, 0)
- leg1.BrickColor = BrickColor.new("New Yeller")
- leg1.TopSurface = Enum.SurfaceType.Smooth
- leg1.Name = "leg1"
- leg1.Parent = workspace
- leg1.CFrame = CFrame.new(-31.15, 0.1, 8.65)
- leg1.CanCollide = false
- leg1.Transparency = 1
- local leg1 =workspace.leg1:Clone()
- leg1.Parent = workspace
- local leg2= workspace.leg1:Clone()
- leg2.Parent = workspace
- local lp = game.Players.LocalPlayer
- local head = game.Players.LocalPlayer.Character.Head
- function coffset(x,y,z)
- return (head.CFrame * CFrame.new(x,y,z)).Position
- end
- mouse.KeyDown:connect(function(k)
- if k == "z" then
- leg1.Position = mouse.Hit.Position
- elseif k == "x" then
- leg2.Position = mouse.Hit.Position
- end
- end)
- spawn(function()
- --
- while true do
- if game.Players.LocalPlayer.Character.Humanoid.MoveDirection.Magnitude >0.1 then
- wait(1.6/lp.Character.Humanoid.WalkSpeed)
- local ray1 =Ray.new(coffset(3,-0,0),Vector3.new(0,-10,0) )
- local hit,pos = workspace:FindPartOnRayWithIgnoreList(ray1,{leg1,leg2,lp.Character})
- if pos then
- leg1.Position = pos
- end
- wait(1.6/lp.Character.Humanoid.WalkSpeed)
- local ray2 =Ray.new(coffset(-3,-0,0),Vector3.new(0,-10,0) )
- local hit,pos = workspace:FindPartOnRayWithIgnoreList(ray2,{leg1,leg2,lp.Character})
- if pos then
- leg2.Position = pos
- end
- end
- game:GetService("RunService").RenderStepped:wait()
- end
- end)
- spawn(function()
- local mouse = game.Players.LocalPlayer:GetMouse()
- local len = 2
- local offset = Vector3.new(1,-3,0)
- local offset = Vector3.new(1,-1,0)
- local segs = {}
- local posn = game.Players.LocalPlayer.Character.Head.Position + Vector3.new(0,-2.5,0)
- for i,v in pairs(workspace.segments:GetChildren()) do
- table.insert(segs,v)
- end
- function vectorabsy(vec)
- local v = Vector3.new(vec.X,math.abs(vec.Y),vec.Z)
- return v
- end
- local count = #segs
- while true do
- for i = 1,5 do
- for i = 1,count do
- if i == 1 then
- local seg = segs[i]
- local pos1 = segs[i].Position - (segs[i].CFrame.LookVector* (len/2) ) -- Calculating position that is on back of the part
- local pos2 =leg1.Position
- local vec = (pos2 - pos1).Unit
- local cframe = CFrame.new(pos2 - (vec*(len/2) ),pos2)
- seg.CFrame = cframe
- else
- local seg = segs[i]
- local pos1 = segs[i].Position - (segs[i].CFrame.LookVector* (len/2) )
- local pos2 = segs[i-1].Position - (segs[i-1].CFrame.LookVector* (len/2) )
- local vec = (pos2 - pos1).Unit
- local cframe = CFrame.new(pos2 - (vec*(len/2) ),pos2)
- seg.CFrame = cframe
- end
- end
- --Back
- for i = 1,count do
- local i = ( count - i ) + 1
- if i == count then
- local seg = segs[i]
- local pos1 = segs[i].Position + (segs[i].CFrame.LookVector* (len/2) ) -- Calculating position that is on back of the part
- local pos2 =(game.Players.LocalPlayer.Character.Head.CFrame * CFrame.new(offset)).Position
- local vec =(pos2 - pos1).Unit
- if vec.Y > 0 then
- vec = Vector3.new(vec.X, vec.Y-0.01 ,vec.Z)
- end
- local cframe = CFrame.new(pos2 - (vec*(len/2) ),pos2) * CFrame.Angles(0,math.rad(-180),0)
- seg.CFrame =cframe
- else
- local seg = segs[i]
- local pos1 = segs[i].Position + (segs[i].CFrame.LookVector* (len/2) )
- local pos2 = segs[i+1].Position + (segs[i+1].CFrame.LookVector* (len/2) )
- local vec = (pos2 - pos1).Unit
- local cframe = CFrame.new(pos2 - (vec*(len/2) ),pos2) * CFrame.Angles(0,math.rad(-180),0)
- seg.CFrame = cframe
- end
- end
- end
- game:GetService("RunService").Heartbeat:wait()
- end
- end)
- spawn(function()
- local mouse = game.Players.LocalPlayer:GetMouse()
- local len = 2
- local offset = Vector3.new(-1,-1,0)
- local segs = {}
- local posn = game.Players.LocalPlayer.Character.Head.Position + Vector3.new(0,-2.5,0)
- for i,v in pairs(workspace.segments2:GetChildren()) do
- table.insert(segs,v)
- end
- function vectorabsy(vec)
- local v = Vector3.new(vec.X,math.abs(vec.Y),vec.Z)
- return v
- end
- local count = #segs
- while true do
- for i = 1,5 do
- for i = 1,count do
- if i == 1 then
- local seg = segs[i]
- local pos1 = segs[i].Position - (segs[i].CFrame.LookVector* (len/2) ) -- Calculating position that is on back of the part
- local pos2 =leg2.Position
- local vec = (pos2 - pos1).Unit
- local cframe = CFrame.new(pos2 - (vec*(len/2) ),pos2)
- seg.CFrame = cframe
- else
- local seg = segs[i]
- local pos1 = segs[i].Position - (segs[i].CFrame.LookVector* (len/2) )
- local pos2 = segs[i-1].Position - (segs[i-1].CFrame.LookVector* (len/2) )
- local vec = (pos2 - pos1).Unit
- local cframe = CFrame.new(pos2 - (vec*(len/2) ),pos2)
- seg.CFrame = cframe
- end
- end
- --Back
- for i = 1,count do
- local i = ( count - i ) + 1
- if i == count then
- local seg = segs[i]
- local pos1 = segs[i].Position + (segs[i].CFrame.LookVector* (len/2) ) -- Calculating position that is on back of the part
- local pos2 =(game.Players.LocalPlayer.Character.Head.CFrame * CFrame.new(offset)).Position
- local vec =(pos2 - pos1).Unit
- if vec.Y > 0 then
- vec = Vector3.new(vec.X, vec.Y-0.01 ,vec.Z)
- end
- local cframe = CFrame.new(pos2 - (vec*(len/2) ),pos2) * CFrame.Angles(0,math.rad(-180),0)
- seg.CFrame =cframe
- else
- local seg = segs[i]
- local pos1 = segs[i].Position + (segs[i].CFrame.LookVector* (len/2) )
- local pos2 = segs[i+1].Position + (segs[i+1].CFrame.LookVector* (len/2) )
- local vec = (pos2 - pos1).Unit
- local cframe = CFrame.new(pos2 - (vec*(len/2) ),pos2) * CFrame.Angles(0,math.rad(-180),0)
- seg.CFrame = cframe
- end
- end
- end
- game:GetService("RunService").Heartbeat:wait()
- end
- end)
- game.Players.LocalPlayer.Character.Torso["Right Shoulder"]:Destroy()
- game.Players.LocalPlayer.Character.Torso["Left Shoulder"]:Destroy()
- game.Players.LocalPlayer.Character.Torso["Right Hip"]:Destroy()
- game.Players.LocalPlayer.Character.Torso["Left Hip"]:Destroy()
- local bodyvelocity = Instance.new("BodyVelocity",game.Players.LocalPlayer.Character["Right Arm"])
- bodyvelocity.MaxForce = Vector3.new(9.9999999805064e+18, 9.999999869911e+14, 9.999999869911e+14)
- bodyvelocity.Velocity = Vector3.new(0, 200, 0)
- local bodyvelocity = Instance.new("BodyVelocity",game.Players.LocalPlayer.Character["Left Arm"])
- bodyvelocity.MaxForce = Vector3.new(9.9999999805064e+18, 9.999999869911e+14, 9.999999869911e+14)
- bodyvelocity.Velocity = Vector3.new(0, 200, 0)
- local bodyvelocity = Instance.new("BodyVelocity",game.Players.LocalPlayer.Character["Left Leg"])
- bodyvelocity.MaxForce = Vector3.new(9.9999999805064e+18, 9.999999869911e+14, 9.999999869911e+14)
- bodyvelocity.Velocity = Vector3.new(0, 200, 0)
- local bodyvelocity = Instance.new("BodyVelocity",game.Players.LocalPlayer.Character["Right Leg"])
- bodyvelocity.MaxForce = Vector3.new(9.9999999805064e+18, 9.999999869911e+14, 9.999999869911e+14)
- bodyvelocity.Velocity = Vector3.new(0, 200, 0)
- spawn(function()
- game.Players.LocalPlayer.Character.Humanoid.Died:connect(function()
- segments:Destroy()
- segments2:Destroy()
- end)
- game:GetService("RunService").Stepped:connect(function()
- game.Players.LocalPlayer.Character["Right Arm"].CanCollide = false
- game.Players.LocalPlayer.Character["Left Arm"].CanCollide = false
- game.Players.LocalPlayer.Character["Right Leg"].CanCollide = false
- game.Players.LocalPlayer.Character["Left Leg"].CanCollide = false
- end)
- repeat game:GetService("RunService").Heartbeat:wait()
- game.Players.LocalPlayer.Character["Right Arm"].CFrame = segments.seg1 .CFrame * CFrame.Angles(math.rad(90),0,0 )
- game.Players.LocalPlayer.Character["Left Arm"].CFrame = segments.seg2.CFrame * CFrame.Angles(math.rad(90),0,0 )
- game.Players.LocalPlayer.Character["Right Leg"].CFrame = segments2.seg1.CFrame * CFrame.Angles(math.rad(90),0,0 )
- game.Players.LocalPlayer.Character["Left Leg"].CFrame = segments2.seg2.CFrame * CFrame.Angles(math.rad(90),0,0 )
- until game.Players.LocalPlayer.Character.Humanoid.Health < 1
- end)
- --thisisascript