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local chr = owner.Character local root = chr.HumanoidRootPart local hum = chr.Humanoid function joint(p0, p1, c0, c1, name) local w = Instance.new("Weld") w.Part0 = p0 w.Part1 = p1 w.C0 = c0 w.C1 = c1 w.Name = name w.Parent = p0 return w end local NK = joint(chr.Torso, chr.Head, CFrame.new(0, 1, 0), CFrame.new(0, -0.5, 0), "Neck") local RJ = joint(root, chr.Torso, CFrame.new(0, 0, 0), CFrame.new(0, 0, 0), "RootJoint") local RS = joint(chr.Torso, chr:FindFirstChild("Right Arm"), CFrame.new(1.5, 0.5, 0), CFrame.new(0, 0.5, 0), "Right Shoulder") local LS = joint(chr.Torso, chr:FindFirstChild("Left Arm"), CFrame.new(-1.5, 0.5, 0), CFrame.new(0, 0.5, 0), "Left Shoulder") local RH = joint(root, chr:FindFirstChild("Right Leg"), CFrame.new(0.5, -1, 0), CFrame.new(0, 1, 0), "Right Hip") local LH = joint(root, chr:FindFirstChild("Left Leg"), CFrame.new(-0.5, -1, 0), CFrame.new(0, 1, 0), "Left Hip") local RSC0, LSC0, RHC0, LHC0, RJC0, NKC0 = RS.C0, LS.C0, RH.C0, LH.C0, RJ.C0, NK.C0 local currentAnim = 0 local exactVel = 0 local vel = 0 local animMove = true local action local t = 0 local animTable = { ["piston"] = function(t) return { ["RJ"] = RJC0 * CFrame.new(-math.sin(t / 7.2) / 10, math.sin(t / 7.2) / 5, 0) * CFrame.Angles(0, 0, math.cos(t / 3.6) / 10); ["NK"] = NKC0 * CFrame.Angles(0, 0, math.sin(t / 3.6) / 9); ["RS"] = RSC0 * CFrame.new(-0.5 + -math.cos(t / 3.6) / 3, -0.3 + math.sin(t / 7.2) / 3, -0.7) * CFrame.Angles(math.rad(110), -math.sin(t / 7.2) / 15, -math.rad(65) + math.sin(t / 3.6) / 10); ["LS"] = LSC0 * CFrame.new(0.35 + math.cos(t / 3.6) / 3, -0.5 + -math.sin(t / 7.2) / 3, -0.9) * CFrame.Angles(math.rad(70) + -math.cos(t / 3.6) / 5, 0, math.rad(70)); ["RH"] = RHC0 * CFrame.new(0.1 - math.sin(t / 7.2) / 10, 0, -0.5 + math.sin(t / 7.2) / 5) * CFrame.Angles(-math.rad(15) + math.sin(t / 7.2) / 10, -math.rad(25) - math.cos(t / 7.2) / 15, math.rad(5) + math.sin(t / 7.2) / 20); ["LH"] = LHC0 * CFrame.new(-0.1 + math.sin(t / 7.2) / 10, 0, -0.5 + math.sin(t / 7.2) / 5) * CFrame.Angles(-math.rad(15) + math.sin(t / 7.2) / 10, math.rad(20) + math.cos(t / 7.2) / 15, -math.rad(5) - math.sin(t / 7.2) / 20) } end; ["smack1"] = function(t) return { ["RJ"] = RJC0 * CFrame.new(0, math.cos(t / 3.6) / 7, 0) * CFrame.Angles(math.rad(10) + math.sin(t / 3.6) / 10, math.rad(15), 0); ["NK"] = NKC0 * CFrame.Angles(-math.rad(15) + math.sin(t / 3.6) / 5, math.rad(20), 0); ["RS"] = RSC0 * CFrame.new(-0.05 + math.cos(t / 3.6) / 7, math.cos(t / 3.6) / 3, -0.25 + math.cos(t / 3.6) / 7) * CFrame.Angles(math.rad(120) + math.sin(t / 3.6) * 2, math.rad(7), -math.rad(15) + math.sin(t / 3.6) / 2); ["LS"] = LSC0 * CFrame.new(0.05 + -math.cos(t / 3.6) / 7, math.cos(t / 3.6) / 3, -0.25 + math.cos(t / 3.6) / 7) * CFrame.Angles(math.rad(120) + math.sin(t / 3.6) * 2, -math.rad(7), math.rad(15) + -math.sin(t / 3.6) / 2); ["RH"] = RHC0 * CFrame.new(0.1, 0, -0.5 + math.cos(t / 3.6) / 5) * CFrame.Angles(-math.rad(15) + math.cos(t / 3.6) / 10, -math.rad(15), math.rad(3)); ["LH"] = LHC0 * CFrame.new(-0.1, 0, -0.5 + math.cos(t / 3.6) / 5) * CFrame.Angles(-math.rad(15) + math.cos(t / 3.6) / 10, math.rad(20), -math.rad(3)) } end; ["smack2"] = function(t) return { ["RJ"] = RJC0 * CFrame.new(0, math.cos(t / 3.6) / 7, 0) * CFrame.Angles(math.rad(10) + math.sin(t / 3.6) / 10, -math.rad(15), 0); ["NK"] = NKC0 * CFrame.Angles(-math.rad(15) + math.sin(t / 3.6) / 5, -math.rad(15), 0); ["RS"] = RSC0 * CFrame.new(-0.05 + math.cos(t / 3.6) / 7, math.cos(t / 3.6) / 3, -0.25 + math.cos(t / 3.6) / 7) * CFrame.Angles(math.rad(120) + math.sin(t / 3.6) * 2, math.rad(7), -math.rad(15) + math.sin(t / 3.6) / 2); ["LS"] = LSC0 * CFrame.new(0.05 + -math.cos(t / 3.6) / 7, math.cos(t / 3.6) / 3, -0.25 + math.cos(t / 3.6) / 7) * CFrame.Angles(math.rad(120) + math.sin(t / 3.6) * 2, -math.rad(7), math.rad(15) + -math.sin(t / 3.6) / 2); ["RH"] = RHC0 * CFrame.new(0.1, 0, -0.5 + math.cos(t / 3.6) / 5) * CFrame.Angles(-math.rad(15) + math.cos(t / 3.6) / 10, -math.rad(15), math.rad(3)); ["LH"] = LHC0 * CFrame.new(-0.1, 0, -0.5 + math.cos(t / 3.6) / 5) * CFrame.Angles(-math.rad(15) + math.cos(t / 3.6) / 10, math.rad(20), -math.rad(3)) } end; ["touchdown"] = function(t) return { ["RJ"] = RJC0 * CFrame.Angles(math.rad(3), math.sin(t / 7.2) / 15, math.sin(t / 3.6) / 15); ["NK"] = NKC0 * CFrame.Angles(-math.rad(12), -math.sin(t / 7.2) / 15, -math.sin(t / 3.6) / 15 + -math.cos(t / 3.6) / 15); ["RS"] = RSC0 * CFrame.new(-0.45 + -math.sin(t / 7.2) / 4, math.sin(t / 3.6) / 3, -0.65) * CFrame.Angles(math.rad(5), -math.rad(13), -math.rad(23) + -math.cos(t / 3.6) / 8); ["LS"] = LSC0 * CFrame.new(0.45 + math.sin(t / 7.2) / 4, -math.sin(t / 3.6) / 3, -0.65) * CFrame.Angles(math.rad(3), math.rad(15), math.rad(17) + -math.cos(t / 3.6) / 8); ["RH"] = RHC0 * CFrame.new(0.1, 0, -0.5 + math.cos(t / 3.6) / 5) * CFrame.Angles(-math.rad(15) + math.cos(t / 3.6) / 10, -math.rad(15) + math.sin(t / 3.6) / 15, math.rad(7)); ["LH"] = LHC0 * CFrame.new(-0.1, 0, -0.5 + math.cos(t / 3.6) / 5) * CFrame.Angles(-math.rad(15) + math.cos(t / 3.6) / 10, math.rad(17) + -math.sin(t / 3.6) / 15, -math.rad(13)) } end; ["faint1"] = function(t) return { ["RJ"] = RJC0 * CFrame.new(0, -.05, 0) * CFrame.Angles(-math.rad(5), 0, 0); ["NK"] = NKC0; ["RS"] = RSC0 * CFrame.new(-0.6, -0.5, -0.25) * CFrame.Angles(0, 0, -math.rad(65)); ["LS"] = LSC0 * CFrame.new(0, 0.5, 0) * CFrame.Angles(-math.rad(25), -math.rad(25), -math.rad(55)); ["RH"] = RHC0 * CFrame.new(0.05, 0, -0.4) * CFrame.Angles(-math.rad(7), -math.rad(5), 0); ["LH"] = LHC0 * CFrame.new(-0.05, 0, -0.4) * CFrame.Angles(-math.rad(7), math.rad(7), 0) } end; ["punch1"] = function(t) return { ["RJ"] = RJC0 * CFrame.new(0, math.cos(t / 3.6) / 7, -1) * CFrame.Angles(-math.rad(45) + math.sin(t / 3.6) / 12, 0, 0); ["NK"] = NKC0 * CFrame.Angles(-math.rad(25) + -math.cos(t / 3.6) / 7, 0, 0); ["RS"] = RSC0 * CFrame.new(-0.75, -0.5, -0.25) * CFrame.Angles(math.sin(t / 3.6) / 10, 0, -math.rad(80)); ["LS"] = LSC0 * CFrame.new(0.65, -0.35, 0.5) * CFrame.Angles(math.rad(15) + math.sin(t / 3.6) / 10, 0, math.rad(80)); ["RH"] = RHC0 * CFrame.new(0.15, 0, -0.5 + math.cos(t / 3.6) / 5) * CFrame.Angles(-math.rad(3) + math.cos(t / 3.6) / 10, -math.rad(5) + math.sin(t / 3.6) / 2, 0); ["LH"] = LHC0 * CFrame.new(-0.15, 0, -0.5 + math.cos(t / 3.6) / 5) * CFrame.Angles(-math.rad(3) + math.cos(t / 3.6) / 10, math.rad(5) + -math.sin(t / 3.6) / 2, 0) } end; ["punch2"] = function(t) return { ["RJ"] = RJC0 * CFrame.new(0, math.cos(t / 3.6) / 7, -1) * CFrame.Angles(-math.rad(45) + -math.sin(t / 3.6) / 12, 0, 0); ["NK"] = NKC0 * CFrame.Angles(-math.rad(25) + -math.cos(t / 3.6) / 7, 0, 0); ["RS"] = RSC0 * CFrame.new(-0.75, -0.5, -0.25) * CFrame.Angles(math.sin(t / 3.6) / 10, 0, -math.rad(80)); ["LS"] = LSC0 * CFrame.new(0.1 + math.cos(math.sin(math.sin(math.sin(t / 28.8) * 2) * 2) * 2) / 2, 0.25 + math.cos(math.sin(math.sin(math.sin(t / 28.8) * 2) * 2) * 2) / 2, math.cos(math.sin(math.sin(math.sin(t / 28.8) * 2) * 2) * 2) / 2) * CFrame.Angles(math.rad(65) + -math.cos(t / 3.6) / 5, math.rad(5) + -math.cos(t / 3.6) / 15, -math.rad(30) + math.cos(t / 3.6) / 15 - math.cos(math.sin(math.sin(math.sin(t / 28.8) * 2) * 2) * 2)); ["RH"] = RHC0 * CFrame.new(0.15, 0, -0.5 + math.cos(t / 3.6) / 5) * CFrame.Angles(-math.rad(3) + math.cos(t / 3.6) / 10, -math.rad(5) + math.sin(t / 3.6) / 2, 0); ["LH"] = LHC0 * CFrame.new(-0.15, 0, -0.5 + math.cos(t / 3.6) / 5) * CFrame.Angles(-math.rad(3) + math.cos(t / 3.6) / 10, math.rad(5) + -math.sin(t / 3.6) / 2, 0) } end } local animSequence = { [1] = {"piston", 3}, [2] = {"smack1", 0.375}, [3] = {"smack2", 0.375}, [4] = {"smack1", 0.8}, [5] = {"touchdown", 1.75}, [6] = {"faint1", 0.0375}, [7] = {"punch1", 0.6375}, [8] = {"punch2", 7.25}, } game:GetService("RunService").PostSimulation:Connect(function(delta) t = t + delta * 60 if animTable[action] ~= nil then RJ.C0 = RJ.C0:Lerp(animTable[action](t)["RJ"], 0.3) NK.C0 = NK.C0:Lerp(animTable[action](t)["NK"], 0.3) RS.C0 = RS.C0:Lerp(animTable[action](t)["RS"], 0.3) LS.C0 = LS.C0:Lerp(animTable[action](t)["LS"], 0.3) RH.C0 = RH.C0:Lerp(animTable[action](t)["RH"], 0.3) LH.C0 = LH.C0:Lerp(animTable[action](t)["LH"], 0.3) end end) while true do currentAnim = currentAnim + 1 if animSequence[currentAnim] == nil then currentAnim = 1 end action = animSequence[currentAnim][1] print(action) task.wait(animSequence[currentAnim][2]) end --[[while true do action = "piston" task.wait(3) action = "smack1" task.wait(.375) action = "smack2" task.wait(.375) action = "smack1" task.wait(.8) action = "touchdown" task.wait(1.75) action = "faint1" task.wait(.05) action = "faint2" task.wait(.05) action = "punch1" task.wait(.6) action = "punch2a" task.wait(.09) action = "punch2b" task.wait(.01) action = "punch2c" task.wait(.01) action = "punch2d" task.wait(.01) action = "punch2e" task.wait(.01) action = "punch2f" task.wait(1.3) action = "punch2a" task.wait(.09) action = "punch2b" task.wait(.01) action = "punch2c" task.wait(.01) action = "punch2d" task.wait(.01) action = "punch2e" task.wait(.01) action = "punch2f" task.wait(.25) end]]
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