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The document is a Lua script designed for use in Roblox, primarily for manipulating player characters and their animations. It includes functionalities for respawning characters, disabling scripts, managing collisions, and reanimating characters with specific configurations. The script also contains user input handling for toggling modes and adjusting character properties dynamically.

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xavier.carty11
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
75 views7 pages

Message

The document is a Lua script designed for use in Roblox, primarily for manipulating player characters and their animations. It includes functionalities for respawning characters, disabling scripts, managing collisions, and reanimating characters with specific configurations. The script also contains user input handling for toggling modes and adjusting character properties dynamically.

Uploaded by

xavier.carty11
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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local roothidecf = CFrame.

new(0,-255,0)

if not game.IsLoaded then


game.Loaded:Wait()
end
local desiredmode = false

local zeropointone = 0.1


local twait = task.wait
local tspawn = task.spawn
local currentfakechar = nil
local vector3zero = Vector3.zero
local getgenv = getgenv or function()
return _G
end

local NaN = 0/0

local dummypart = Instance.new("Part")

local GetDescendants = dummypart.GetDescendants


local IsA = dummypart.IsA
local Destroy = dummypart.Destroy

local math_random = math.random


local Vector3_new = Vector3.new

local usedefaultanims = false

local transparency_level = 1

local disablescripts = true

local fakecollisions = true

local nametoexcludefromtransparency = {}

local parentrealchartofakechar = false

local respawncharacter = (function() if _G["Respawn character"] == nil then return


true else return _G["Respawn character"] end end)()

local instantrespawn =true

local LocalPlayer = game:GetService("Players").LocalPlayer

local exploit = "shitsploit"

if not LocalPlayer.Character then


LocalPlayer.CharacterAdded:Wait()
twait(zeropointone)
if LocalPlayer.Character:FindFirstChildOfClass("Humanoid").RigType ~=
Enum.HumanoidRigType.R6 then
error("Script is only compatible with R6 type rigs")
return
end
end

local function removeAnims(character)


if character == currentfakechar then
return
end
local humanoid = character:WaitForChild("Humanoid", 5)
local animator = humanoid:FindFirstChildWhichIsA("Animator")
if animator then
Destroy(animator)
end
local animateScript = character:FindFirstChild("Animate")
if animateScript then
Destroy(animateScript)
end
local a = nil
a = humanoid.DescendantAdded:Connect(function(child)
if child:IsA("Animator") then
Destroy(child)
a:Disconnect()
a = nil
end
end)
end

LocalPlayer.CharacterAdded:Once(removeAnims)

_G.OxideRealChar =LocalPlayer.Character
LocalPlayer.Character.Archivable = true
local originalChar = LocalPlayer.Character
local char = originalChar:Clone()
char.Name = "non"
local signaldiedbackend = LocalPlayer.ConnectDiedSignalBackend
local signalkill = LocalPlayer.Kill

if respawncharacter then
if instantrespawn then
if replicatesignal then
replicatesignal(signaldiedbackend)
twait(game.Players.RespawnTime - 0.05)
replicatesignal(signalkill)
LocalPlayer.CharacterAdded:Wait()
char.Parent = workspace
currentfakechar = char
end
else
originalChar:BreakJoints()
LocalPlayer.CharacterAdded:Wait()
char.Parent = workspace
currentfakechar = char

end
end

twait(zeropointone)

local newChar = LocalPlayer.Character


newChar.Archivable = true
if disablescripts then
tspawn(function()
for _, obj in ipairs(char:GetChildren()) do
if obj:IsA("LocalScript") then
obj.Enabled = false
end
end
end)
end

for _, part in ipairs(char:GetDescendants()) do


if part:IsA("BasePart") or part:IsA("Decal") then
part.Transparency = transparency_level
end
end

twait(0.4)
LocalPlayer.Character.Parent = char
LocalPlayer.Character = char
if parentrealchartofakechar then
newChar.Parent = char
end
_G.OxideRealChar =char

char.Humanoid.RequiresNeck = false
char.Humanoid:SetStateEnabled(15,false)

local newcharTorso = newChar:WaitForChild("Torso")


local fakecharTorso = char:WaitForChild("Torso")
local newcharRoot = newChar:WaitForChild("HumanoidRootPart")
local fakecharRoot = char:WaitForChild("HumanoidRootPart")

local limbmapping = {
Neck = char:WaitForChild("Head"),
RootJoint = char:WaitForChild("Torso"),
["Left Shoulder"] = char:WaitForChild("Left Arm"),
["Right Shoulder"] = char:WaitForChild("Right Arm"),
["Left Hip"] = char:WaitForChild("Left Leg"),
["Right Hip"] = char:WaitForChild("Right Leg")
}

local jointmapping = {
Neck = newcharTorso:WaitForChild("Neck"),
RootJoint = newChar.HumanoidRootPart:WaitForChild("RootJoint"),
["Left Shoulder"] = newcharTorso:WaitForChild("Left Shoulder"),
["Right Shoulder"] = newcharTorso:WaitForChild("Right Shoulder"),
["Left Hip"] = newcharTorso:WaitForChild("Left Hip"),
["Right Hip"] = newcharTorso:WaitForChild("Right Hip")
}

local function RCA6dToCFrame(Motor6D, TargetPart, ReferencePart)


local rel = ReferencePart.CFrame:Inverse() * TargetPart.CFrame
local delta = Motor6D.C0:Inverse() * rel * Motor6D.C1
local axis, angle = delta:ToAxisAngle()
local newangle = axis * angle
local offset = Vector3.zero
if TargetPart:FindFirstChildOfClass("SpecialMesh") then
offset = TargetPart:FindFirstChildOfClass("SpecialMesh").Offset
end
sethiddenproperty(Motor6D, 'ReplicateCurrentOffset6D', delta.Position + offset)
sethiddenproperty(Motor6D, 'ReplicateCurrentAngle6D', newangle)
end

local ToObjectSpace = CFrame.new().ToObjectSpace


local ToEulerAnglesXYZ = CFrame.new().ToEulerAnglesXYZ
local task_spawn = task.spawn
local function stepReanimate()
--// YES the code is badly formatted YES the code barely works
--// YES it is unstable. im working on a fix.
for joint, limb in pairs(limbmapping) do
local realJoint = jointmapping[joint]
realJoint.MaxVelocity = 9e9
end
task_spawn(function()

for joint, limb in pairs(limbmapping) do


newcharRoot.CFrame = roothidecf + Vector3_new(0, 0, math_random(1, 2) / 326.19)
newcharRoot.Velocity = vector3zero
newcharRoot.RotVelocity = vector3zero
local relativecframe = ToObjectSpace(limb.CFrame,
fakecharTorso.CFrame)
local pitch, yaw, _ = ToEulerAnglesXYZ(relativecframe)
local angle = 0

if joint == "Neck" then


angle = -yaw
elseif joint == "Left Shoulder" or joint == "Left Hip" then
angle = pitch
elseif joint == "Right Shoulder" or joint == "Right Hip" then
angle = -pitch
end
local realJoint = jointmapping[joint]

realJoint:SetDesiredAngle(angle)
realJoint.MaxVelocity = 9e9
if joint == "RootJoint" then
RCA6dToCFrame(realJoint, fakecharTorso, newcharTorso)
else
if desiredmode == false then
RCA6dToCFrame(realJoint, limb, fakecharTorso)
end
end
end

end)
end

local function setdestroyheight(height)


local sucess, result = pcall(function()
workspace.FallenPartsDestroyHeight = height
end)
if not sucess then
end
end

local currentheight = workspace.FallenPartsDestroyHeight

local function flinginternal(character, time)


local time = time or 5

flinging = true
local start = tick()
local connection
connection = game:GetService("RunService").Heartbeat:Connect(function()
if tick() - start >= time then
setdestroyheight(currentheight)
flinging = false
connection:Disconnect()
--break
end
if character then
if character:FindFirstChild("HumanoidRootPart") then
local velocity = character.HumanoidRootPart.Velocity
local direction = velocity.Magnitude > 1 and velocity.Unit
or Vector3_new(0, 0, 0)
local predictedPosition = (character.PrimaryPart.CFrame or
character.HumanoidRootPart.CFrame).Position + direction * math_random(5, 12)

newcharRoot.CFrame = CFrame.new(predictedPosition)
newcharRoot.Velocity = Vector3_new(9e7, 9e7 * 10, 9e7)
newcharRoot.RotVelocity = Vector3_new(9e8, 9e8, 9e8)
else
flinging = false
connection:Disconnect()
--break
end
else
flinging = false
connection:Disconnect()
--break
end
end)

end

getgenv().fling = function(character, time, yield)


setdestroyheight(NaN)
local yield = yield or false
if yield then
flinginternal(character, time)
else
tspawn(flinginternal, character, time)
end
end

local function disableCollisions()


pcall(function()
for _, char in ipairs({ newChar }) do
for _, obj in ipairs(GetDescendants(char)) do
if IsA(obj, "BasePart") then
obj.CanCollide = false
obj.Massless = true
end
end
end
end)
end

local function disableCollisionsWithFakeChar()


pcall(function()
for _, char in ipairs({ newChar, char }) do
for _, obj in ipairs(GetDescendants(char)) do
if IsA(obj, "BasePart") then
obj.CanCollide = false
obj.Massless = true
end
end
end
end)
end

local RunService = game:GetService("RunService")

RunService.Heartbeat:Connect(stepReanimate)

local humanoidnewchar = newChar:WaitForChild("Humanoid")

humanoidnewchar.PlatformStand = true
humanoidnewchar.AutoRotate = false

if fakecollisions then
RunService.PreSimulation:Connect(disableCollisions)
else
RunService.PreSimulation:Connect(disableCollisionsWithFakeChar)
end

workspace.CurrentCamera.CameraSubject = char:WaitForChild("Humanoid")

finished = true

local uis = game:GetService("UserInputService")


uis.InputBegan:Connect(function(k,chatting)
if chatting then return end
if k.KeyCode == Enum.KeyCode.Comma then
desiredmode = not desiredmode
elseif k.KeyCode == Enum.KeyCode.Minus then
roothidecf = fakecharRoot.CFrame
end
end)
newcharRoot.Transparency = 0.5
local speaker = game:GetService("Players").LocalPlayer
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
antifling = RunService.Stepped:Connect(function()
for _, player in pairs(Players:GetPlayers()) do
if player ~= speaker and player.Character then
for _, v in pairs(player.Character:GetDescendants()) do
if v:IsA("BasePart") then
v.CanCollide = false
end
end
end
end
end)
local seatdebounce = 3
local cansit = true
char:FindFirstChild("Left Leg").Touched:Connect(function(p)
if p:IsA("Seat") and cansit == true then
local sw = Instance.new("Weld",p)
sw.Name = "SeatWeld"
sw.Part0 = p
sw.Part1 = char:FindFirstChild("HumanoidRootPart")
sw.C0 = CFrame.new(0, 0.2, 0, 1, 0, -0, 0, 0, 1, 0, -1, 0)
sw.C1 = CFrame.new(0, -1.5, 0, 1, 0, -0, 0, 0, 1, 0, -1, 0)
char:FindFirstChildOfClass("Humanoid").Sit = true
char:FindFirstChildOfClass("Humanoid").Jumping:Wait()
sw:Destroy()
char:FindFirstChildOfClass("Humanoid").Sit = false
cansit = false
task.spawn(function()
task.wait(seatdebounce)
cansit = true
end)
end
end)
pcall(function()
char.ForceField:Destroy()
end)
pcall(function()
char.OverheadGUI:Destroy()
end)

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