Skip to content

Instantly share code, notes, and snippets.

@firemmees
Created July 30, 2016 03:34
Show Gist options
  • Save firemmees/340f28922573f070c2943bec1c1fce87 to your computer and use it in GitHub Desktop.
Save firemmees/340f28922573f070c2943bec1c1fce87 to your computer and use it in GitHub Desktop.
local isScriptNil = false
local PlrName = "hunter4il"
local Plrs = game:GetService("Players")
local RunService = game:GetService("RunService")
local Content = game:GetService("ContentProvider")
local LP = Plrs.LocalPlayer
local Char = LP.Character
local PlrGui = LP.PlayerGui
local Backpack = LP.Backpack
local Mouse = LP:GetMouse()
local Camera = Workspace.CurrentCamera
local LastCamCF = Camera.CoordinateFrame
local AnimJoints = {}
local Cons = {}
local mDown = false
local Multi = false
local Grabbing = false
local Current = {}
local Alpha = 1
local LightNum = 1
Current.Part = nil
Current.BP = nil
Current.BA = nil
Current.Mass = nil
local LastPart = nil
local Head = Char["Head"]
local Torso = Char["Torso"]
local Humanoid = Char["Humanoid"]
local LA = Char["Left Arm"]
local RA = Char["Right Arm"]
local LL = Char["Left Leg"]
local RL = Char["Right Leg"]
local LS, RS;
local OrigLS = Torso["Left Shoulder"]
local OrigRS = Torso["Right Shoulder"]
for _,v in pairs(Char:GetChildren()) do
if v.Name == ModID then
v:Destroy()
end
end
for _,v in pairs(PlrGui:GetChildren()) do
if v.Name == "PadsGui" then
v:Destroy()
end
end
local ModID = "Pads"
local Objects = {}
local Grav = 196.2
local sin=math.sin
local cos=math.cos
local max=math.max
local min=math.min
local atan2=math.atan2
local random=math.random
local tau = 2 * math.pi
local BodyObjects = {
["BodyVelocity"] = true;
["BodyAngularVelocity"] = true;
["BodyForce"] = true;
["BodyThrust"] = true;
["BodyPosition"] = true;
["RocketPropulsion"] = true;
}
if LP.Name == PlrName and isScriptNil then
script.Parent = nil
end
LP.CameraMode = "Classic"
local Assets = {
}
local LS0, LS1 = OrigLS.C0, OrigLS.C1
local RS0, RS1 = OrigRS.C0, OrigRS.C1
for i,v in pairs(Assets) do
local ID = tostring(Assets[i])
Assets[i] = "http://www.roblox.com/asset/?id=" .. ID
Content:Preload("http://www.roblox.com/asset/?id=" .. ID)
end
function QuaternionFromCFrame(cf)
local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components();
local trace = m00 + m11 + m22 if trace > 0 then
local s = math.sqrt(1 + trace);
local recip = 0.5/s;
return (m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*0.5;
else
local i = 0;
if m11 > m00 then
i = 1;
end;
if m22 > (i == 0 and m00 or m11) then
i = 2 end if i == 0 then
local s = math.sqrt(m00-m11-m22+1);
local recip = 0.5/s return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip;
elseif i == 1 then
local s = math.sqrt(m11-m22-m00+1);
local recip = 0.5/s;
return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip ;
elseif i == 2 then
local s = math.sqrt(m22-m00-m11+1);
local recip = 0.5/s;
return (m02+m20)*recip, (m12+m21)*recip, 0.5*s, (m10-m01)*recip;
end;
end;
end;
function QuaternionToCFrame(px, py, pz, x, y, z, w)
local xs, ys, zs = x + x, y + y, z + z;
local wx, wy, wz = w*xs, w*ys, w*zs;
local xx = x*xs;
local xy = x*ys;
local xz = x*zs;
local yy = y*ys;
local yz = y*zs;
local zz = z*zs;
return CFrame.new(px, py, pz,1-(yy+zz), xy - wz, xz + wy,xy + wz, 1-(xx+zz), yz - wx, xz - wy, yz + wx, 1-(xx+yy))
end;
function QuaternionSlerp(a, b, t)
local cosTheta = a[1]*b[1] + a[2]*b[2] + a[3]*b[3] + a[4]*b[4];
local startInterp, finishInterp;
if cosTheta >= 0.0001 then
if (1 - cosTheta) > 0.0001 then
local theta = math.acos(cosTheta);
local invSinTheta = 1/math.sin(theta);
startInterp = math.sin((1-t)*theta)*invSinTheta;
finishInterp = math.sin(t*theta)*invSinTheta;
else
startInterp = 1-t finishInterp = t;
end;
else
if (1+cosTheta) > 0.0001 then
local theta = math.acos(-cosTheta);
local invSinTheta = 1/math.sin(theta);
startInterp = math.sin((t-1)*theta)*invSinTheta;
finishInterp = math.sin(t*theta)*invSinTheta;
else startInterp = t-1 finishInterp = t;
end;
end;
return a[1]*startInterp + b[1]*finishInterp, a[2]*startInterp + b[2]*finishInterp, a[3]*startInterp + b[3]*finishInterp, a[4]*startInterp + b[4]*finishInterp;
end;
function CLerp(a,b,t)
local qa={QuaternionFromCFrame(a)};
local qb={QuaternionFromCFrame(b)};
local ax,ay,az=a.x,a.y,a.z;
local bx,by,bz=b.x,b.y,b.z;
local _t=1-t;
return QuaternionToCFrame(_t*ax+t*bx,_t*ay+t*by,_t*az+t*bz,QuaternionSlerp(qa, qb, t));
end
function GetWeld(weld)
local obj
for i, v in pairs(AnimJoints) do
if v[1] == weld then
obj = v
break
end
end
if not obj then
obj = {weld,NV}
table.insert(AnimJoints,obj)
end
return weld.C0.p, obj[2]
end
function SetWeld(weld, i, loops, origpos, origangle, nextpos, nextangle, override, overrideLower, smooth)
smooth = smooth or 1
local obj
for i, v in pairs(AnimJoints) do
if v[1] == weld then
obj = v
break
end
end
if not obj then
obj = {weld,NV}
table.insert(AnimJoints,obj)
end
local perc = (smooth == 1 and math.sin((math.pi/2)/loops*i)) or i/loops
local tox,toy,toz = 0,0,0
tox = math.abs(origangle.x - nextangle.x) *perc
toy = math.abs(origangle.y - nextangle.y) *perc
toz = math.abs(origangle.z - nextangle.z) *perc
tox = ((origangle.x > nextangle.x and -tox) or tox)
toy = ((origangle.y > nextangle.y and -toy) or toy)
toz = ((origangle.z > nextangle.z and -toz) or toz)
local tox2,toy2,toz2 = 0,0,0
tox2 = math.abs(origpos.x - nextpos.x) *perc
toy2 = math.abs(origpos.y - nextpos.y) *perc
toz2 = math.abs(origpos.z - nextpos.z) *perc
tox2 = (origpos.x > nextpos.x and -tox2) or tox2
toy2 = (origpos.y > nextpos.y and -toy2) or toy2
toz2 = (origpos.z > nextpos.z and -toz2) or toz2
obj[2] = Vector3.new(origangle.x + tox, origangle.y + toy, origangle.z + toz)
weld.C0 = CFrame.new(origpos.x + tox2,origpos.y + toy2,origpos.z + toz2) * CFrame.Angles(origangle.x + tox,origangle.y + toy,origangle.z + toz)
end
function RotateCamera(x, y)
Camera.CoordinateFrame = CFrame.new(Camera.Focus.p) * (Camera.CoordinateFrame - Camera.CoordinateFrame.p) * CFrame.Angles(x, y, 0) * CFrame.new(0, 0, (Camera.CoordinateFrame.p - Camera.Focus.p).magnitude)
end
function GetAngles(cf)
local lv = cf.lookVector
return -math.asin(lv.y), math.atan2(lv.x, -lv.z)
end
local LastCamCF = Camera.CoordinateFrame
function Look()
if AlphaOn == true then
local x, y = GetAngles(LastCamCF:toObjectSpace(Camera.CoordinateFrame))
Camera.CoordinateFrame = LastCamCF
RotateCamera(x * -(Alpha), y * -(Alpha))
LastCamCF = Camera.CoordinateFrame
end
end
function Cor(Func)
local Ok, Err = coroutine.resume(coroutine.create(Func))
if not Ok then
print(Err)
end
end
function Cor2(Func)
local Ok, Err = ypcall(Func)
if not Ok then
print(Err)
end
end
function MakePads()
-- 1 - VTelekinesis
P1 = Instance.new("Model")
P1.Name = ModID
-- 2 - RBase
P2 = Instance.new("Part")
P2.CFrame = CFrame.new(Vector3.new(21.100008, 1.95000589, 11.899971)) * CFrame.Angles(-0, 0, -0)
P2.FormFactor = Enum.FormFactor.Custom
P2.Size = Vector3.new(0.799999952, 0.200000003, 0.800000012)
P2.Anchored = true
P2.BrickColor = BrickColor.new("White")
P2.Friction = 0.30000001192093
P2.Shape = Enum.PartType.Block
P2.Name = "RBase"
P2.Parent = P1
P2.Transparency = 1
-- 3 - Mesh
P3 = Instance.new("CylinderMesh")
P3.Scale = Vector3.new(1, 0.5, 1)
P3.Parent = P2
-- 4 - LBase
P4 = Instance.new("Part")
P4.CFrame = CFrame.new(Vector3.new(18.100008, 1.95000589, 11.899971)) * CFrame.Angles(-0, 0, -0)
P4.FormFactor = Enum.FormFactor.Custom
P4.Size = Vector3.new(0.799999952, 0.200000003, 0.800000012)
P4.Anchored = true
P4.BrickColor = BrickColor.new("White")
P4.Friction = 0.30000001192093
P4.Shape = Enum.PartType.Block
P4.Name = "LBase"
P4.Parent = P1
P4.Transparency = 1
-- 5 - Mesh
P5 = Instance.new("CylinderMesh")
P5.Scale = Vector3.new(1, 0.5, 1)
P5.Parent = P4
-- 7 - Mesh
P7 = Instance.new("CylinderMesh")
P7.Scale = Vector3.new(1, 0.5, 1)
P7.Parent = P6
-- 9 - Mesh
P9 = Instance.new("CylinderMesh")
P9.Scale = Vector3.new(1, 0.5, 1)
P9.Parent = P8
-- 11 - Mesh
P11 = Instance.new("CylinderMesh")
P11.Scale = Vector3.new(1, 0.5, 1)
P11.Parent = P10
-- 13 - Mesh
P13 = Instance.new("CylinderMesh")
P13.Scale = Vector3.new(1, 0.5, 1)
P13.Parent = P12
-- 15 - Mesh
P15 = Instance.new("CylinderMesh")
P15.Scale = Vector3.new(1, 0.5, 1)
P15.Parent = P14
-- 17 - Mesh
P17 = Instance.new("CylinderMesh")
P17.Scale = Vector3.new(1, 0.5, 1)
P17.Parent = P16
P1.Parent = LP.Character
P1:MakeJoints()
return P1
end
weldModel = function(model, unanchor, rooty)
local parts = {}
local function recurse(object)
if object:IsA("BasePart") then
table.insert(parts, object)
end
for _,child in pairs(object:GetChildren()) do
recurse(child)
end
end
recurse(model)
local rootPart = rooty or parts[1]
for _, part in pairs(parts) do
local cframe = rootPart.CFrame:toObjectSpace(part.CFrame)
local weld = Instance.new("Weld")
weld.Part0 = rootPart
weld.Part1 = part
weld.C0 = cframe
weld.Parent = rootPart
end
if unanchor then
for _, part in pairs(parts) do
part.Anchored = false
part.CanCollide = false
end
end
end
weldItem = function(rootPart, Item, TheC0, unanchor, ParentItem)
local cframe = TheC0 or rootPart.CFrame:toObjectSpace(Item.CFrame)
local weld = Instance.new("Weld")
weld.Name = "Weld"
weld.Part0 = rootPart
weld.Part1 = Item
weld.C0 = cframe
weld.Parent = ParentItem and Item or rootPart
if unanchor then
Item.Anchored = false
end
return weld, cframe
end
scaleModel = function(model, scale)
local parts = {}
local function recurse(object)
if object:IsA("BasePart") then
table.insert(parts, object)
end
for _,child in pairs(object:GetChildren()) do
recurse(child)
end
end
recurse(model)
local top, bottom, left, right, back, front
for _, part in pairs(parts) do
if top == nil or top < part.Position.y then top = part.Position.y end
if bottom == nil or bottom > part.Position.y then bottom = part.Position.y end
if left == nil or left > part.Position.x then left = part.Position.x end
if right == nil or right < part.Position.x then right = part.Position.x end
if back == nil or back > part.Position.z then back = part.Position.z end
if front == nil or front < part.Position.z then front = part.Position.z end
end
local middle = Vector3.new( left+right, top+bottom, back+front )/2
local minSize = Vector3.new(0.2, 0.2, 0.2)
for _, part in pairs(parts) do
local foo = part.CFrame.p - middle
local rotation = part.CFrame - part.CFrame.p
local newSize = part.Size*scale
part.FormFactor = "Custom"
part.Size = newSize
part.CFrame = CFrame.new( middle + foo*scale ) * rotation
if newSize.x < minSize.x or newSize.y < minSize.y or newSize.z < minSize.z then
local mesh
for _, child in pairs(part:GetChildren()) do
if child:IsA("DataModelMesh") then
mesh = child
break
end
end
if mesh == nil then
mesh = Instance.new("BlockMesh", part)
end
local oScale = mesh.Scale
local newScale = newSize/minSize * oScale
if 0.2 < newSize.x then newScale = Vector3.new(1 * oScale.x, newScale.y, newScale.z) end
if 0.2 < newSize.y then newScale = Vector3.new(newScale.x, 1 * oScale.y, newScale.z) end
if 0.2 < newSize.z then newScale = Vector3.new(newScale.x, newScale.y, 1 * oScale.z) end
mesh.Scale = newScale
end
end
end
function getMass(Obj, Total)
local newTotal = Total
local returnTotal = 0
if Obj:IsA("BasePart") then
newTotal = newTotal + Objects[Obj]
elseif BodyObjects[Obj.ClassName] then
Obj:Destroy()
end
if Obj:GetChildren() and #Obj:GetChildren() > 0 then
for _,v in pairs(Obj:GetChildren()) do
returnTotal = returnTotal + getMass(v, newTotal)
end
else
returnTotal = newTotal
end
return returnTotal
end
function getTargFromCurrent()
local Current = Current.Part
if Current:IsA("BasePart") then
return Current
elseif Current:findFirstChild("Torso") then
return Current.Torso
else
for _,v in pairs(Current:GetChildren()) do
if v:IsA("BasePart") then
return v
end
end
end
end
function Fire(Part, Vec, Inv)
pcall(function()
Current.BP:Destroy()
Current.BP = nil
end)
pcall(function()
Current.BA:Destroy()
Current.BA = nil
end)
pcall(function()
if Inv then
Part.Velocity = -((Vec - Torso.Position).unit * Grav * 1.1)
else
Part.Velocity = ((Vec - Camera.CoordinateFrame.p).unit * Grav * 1.1)
end
Current.Mass = nil
end)
Reset()
end
function Reset()
LS.Parent = nil
RS.Parent = nil
OrigLS.Parent = Torso
OrigRS.Parent = Torso
OrigLS.C0 = LS0
OrigRS.C0 = RS0
end
function Start()
Cor(function()
repeat wait(1/30) until LP.Character and LP.Character.Parent == Workspace and LP.Character:findFirstChild("Torso")
Char = LP.Character
PlrGui = LP.PlayerGui
Backpack = LP.Backpack
Mouse = LP:GetMouse()
for _,v in pairs(Cons) do
v:disconnect()
end
Cons = {}
Camera = Workspace.CurrentCamera
LastCamCF = Camera.CoordinateFrame
AnimJoints = {}
mDown = false
Multi = false
Grabbing = false
Current = {}
Alpha = 1
Head = Char["Head"]
Torso = Char["Torso"]
Humanoid = Char["Humanoid"]
LA = Char["Left Arm"]
RA = Char["Right Arm"]
LL = Char["Left Leg"]
RL = Char["Right Leg"]
OrigLS = Torso["Left Shoulder"]
OrigRS = Torso["Right Shoulder"]
for _,v in pairs(Char:GetChildren()) do
if v.Name == ModID then
v:Destroy()
end
end
for _,v in pairs(PlrGui:GetChildren()) do
if v.Name == "PadsGui" then
v:Destroy()
end
end
LS = Instance.new("Weld")
RS = Instance.new("Weld")
LS.Name = OrigLS.Name
LS.Part0 = Torso
LS.Part1 = LA
LS.C0 = LS0
LS.C1 = CFrame.new(0, 0.5, 0, 1, 0, 0, 0, 0, 1, 0, -1, 0)
RS.Name = OrigRS.Name
RS.Part0 = Torso
RS.Part1 = RA
RS.C0 = RS0
RS.C1 = CFrame.new(0, 0.5, 0, 1, 0, 0, 0, 0, 1, 0, -1, 0)
local Pads = MakePads()
local LPad = Pads.LBase
local RPad = Pads.RBase
weldModel(LPad, true, LPad)
weldModel(RPad, true, RPad)
local GripWeldL = Instance.new("Weld")
GripWeldL.Name = "GripWeldL"
GripWeldL.Part0 = LA
GripWeldL.Part1 = LPad
GripWeldL.C0 = CFrame.new(0, -1.05, 0) * CFrame.Angles(0, math.rad(180), 0)
GripWeldL.Parent = LA
local GripWeldR = Instance.new("Weld")
GripWeldR.Name = "GripWeldR"
GripWeldR.Part0 = RA
GripWeldR.Part1 = RPad
GripWeldR.C0 = CFrame.new(0, -1.05, 0) * CFrame.Angles(0, math.rad(180), 0)
GripWeldR.Parent = RA
local isParts = false
table.insert(Cons, Mouse.KeyDown:connect(function(Key)
Key = Key:lower()
if Key == "z" then
--Stuff
elseif Key == "f" then
local Current = Current.Part
if Current and Current.Parent ~= nil and not Multi then
Current:BreakJoints()
end
elseif Key == "q" then
if isParts then
isParts = false
for _,v in pairs(Workspace:GetChildren()) do
if v.Name == "MyPartV" and v:IsA("BasePart") then
v:Destroy()
end
end
else
isParts = true
for i = 1, 50 do
local Part = Instance.new("Part")
Part.Color = Color3.new(math.random(), math.random(), math.random())
Part.Transparency = 0
Part.Size = Vector3.new(math.random(1, 3), math.random(1, 3), math.random(1, 3))
Part.Archivable = true
Part.CanCollide = false
Part.Material = "Neon"
Part.Locked = false
Part.CFrame = Torso.CFrame * CFrame.new(math.random(-15, 15), -1, math.random(-15, 15))
Part.Anchored = true
Part.Name = "MyPartV"
Part.TopSurface = "Smooth"
Part.BottomSurface = "Smooth"
Part.Parent = Workspace
end
end
elseif Key == "e" then
local Targ;
if Current.Part and Current.Part ~= nil then
Targ = getTargFromCurrent()
else
Targ = LastPart
end
if Targ and Targ.Parent ~= nil and not Multi then
local Ex = Instance.new("Explosion", Workspace)
Ex.Position = Targ.CFrame.p
Ex.BlastRadius = 16
Ex.DestroyJointRadiusPercent = 0.5
end
elseif Key == "c" then
if Current.Part and Current.Part.Parent ~= nil and not Multi then
local Part = getTargFromCurrent()
if Part then
Grabbing = false
if Mouse.Hit then
local TargPos = CFrame.new(Camera.CoordinateFrame.p, Mouse.Hit.p) * CFrame.new(0, 0, -1000)
Fire(Part, TargPos.p)
else
Fire(Part, Mouse.Origin.p + Mouse.UnitRay.Direction, true)
end
end
end
end
end))
table.insert(Cons, Mouse.Button1Up:connect(function()
mDown = false
if Grabbing == true and Multi == false then
Grabbing = false
Reset()
end
if Current.Part ~= nil then
LastPart = getTargFromCurrent()
Current = {}
end
end))
local function makeLightning(Par, Start, End, Width, Length, RandomScale, ArcScale, Num1)
local oldParts = {}
for _,v in pairs(Par:GetChildren()) do
v.CFrame = CFrame.new(5e5, 5e5, 5e5)
table.insert(oldParts, v)
end
local Distance = (Start-End).Magnitude
local ArcScale = ArcScale or 1
local RandomScale = RandomScale or 0
local Last = Start
local IterNum = 0
while Par.Parent do
IterNum = IterNum + 1
local New = nil
if (Last-End).Magnitude < Length then
New = CFrame.new(End)
else
if (End-Last).Magnitude < Length*2 then
RandomScale = RandomScale*0.5
ArcScale = ArcScale*0.5
end
local Direct = CFrame.new(Last,End)
New = Direct*CFrame.Angles(math.rad(math.random(-RandomScale/4,RandomScale*ArcScale)),math.rad(math.random(-RandomScale,RandomScale)),math.rad(math.random(-RandomScale,RandomScale)))
New = New*CFrame.new(0,0,-Length)
end
local Trail = nil
if oldParts[IterNum] then
Trail = oldParts[IterNum]
Trail.BrickColor = ((Num1 % 2 == 0) and BrickColor.new("Persimmon")) or BrickColor.new("Really red")
Trail.Size = Vector3.new(Width, (Last-New.p).Magnitude, Width)
Trail.CFrame = CFrame.new(New.p, Last)*CFrame.Angles(math.rad(90),0,0)*CFrame.new(0, -(Last-New.p).Magnitude/2, 0)
oldParts[IterNum] = nil
else
Trail = Instance.new("Part")
Trail.Name = "Part"
Trail.FormFactor = "Custom"
Trail.BrickColor = ((Num1 % 2 == 0) and BrickColor.new("White")) or BrickColor.new("White")
Trail.Transparency = 0
Trail.Anchored = true
Trail.CanCollide = false
Trail.Locked = true
Trail.BackSurface = "SmoothNoOutlines"
Trail.BottomSurface = "SmoothNoOutlines"
Trail.FrontSurface = "SmoothNoOutlines"
Trail.LeftSurface = "SmoothNoOutlines"
Trail.RightSurface = "SmoothNoOutlines"
Trail.TopSurface = "SmoothNoOutlines"
Trail.Material = "Neon"
Trail.Size = Vector3.new(Width, (Last-New.p).Magnitude, Width)
Trail.CFrame = CFrame.new(New.p, Last)*CFrame.Angles(math.rad(90),0,0)*CFrame.new(0, -(Last-New.p).Magnitude/2, 0)
Trail.Parent = Par
end
Last = New.p
if (Last-End).Magnitude < 1 then
break
end
end
for _,v in pairs(oldParts) do
v:Destroy()
end
end
table.insert(Cons, Mouse.Button1Down:connect(function()
mDown = true
local Targ = Mouse.Target
Cor(function()
if Targ and Objects[Targ] and not Multi then
Grabbing = true
Current.Part = Targ
local Mass = Objects[Targ]
local ForceNum = 0
local Hum = nil
for _,v in pairs(Targ:GetChildren()) do
if BodyObjects[v.ClassName] then
v:Destroy()
end
end
for _,v in pairs(Workspace:GetChildren()) do
if v:findFirstChild("Humanoid") and v:IsAncestorOf(Targ) then
Hum = v.Humanoid
Mass = getMass(v, 0)
Current.Part = v
break
end
end
Current.Mass = Mass
if not Hum then
Targ:BreakJoints()
end
ForceNum = Mass * Grav
Targ.CanCollide = true
Targ.Anchored = false
local BP = Instance.new("BodyPosition")
BP.maxForce = Vector3.new(3 * ForceNum, 3 * ForceNum, 3 * ForceNum)
BP.Parent = Targ
local Ang = Instance.new("BodyAngularVelocity")
Ang.Parent = Targ
Current.BP = BP
Current.BA = Ang
OrigLS.Parent = nil
OrigRS.Parent = nil
LS.Parent = Torso
RS.Parent = Torso
LS.C0 = LS0
RS.C0 = RS0
local DirDot = Mouse.UnitRay.Direction:Dot(Targ.Position - Mouse.Origin.p)
local BPPos = Vector3.new(0, 0, 0)
local Vel = Vector3.new(0, 0, 0)
local Vlev = random() * math.pi
local RPos = Vector3.new(random() * 2 - 1, cos(Vlev), random() * 2 - 1)
local Ball = Instance.new("Part")
Ball.Name = "Ball"
Ball.FormFactor = "Custom"
Ball.Color = Color3.new(0, 1, 1)
Ball.Transparency = 0.3
Ball.Anchored = true
Ball.CanCollide = false
Ball.Locked = true
Ball.BottomSurface, Ball.TopSurface = "Smooth", "Smooth"
Ball.Size = Vector3.new(0.5, 0.5, 0.5)
Ball.CFrame = Torso.CFrame * CFrame.new(0, 1, -3)
Ball.Parent = Char
if Targ.Name == "MyPartV" then
Targ.Name = "MyPartF"
end
local LightMod = Instance.new("Model", Char)
local Mesh = Instance.new("SpecialMesh")
Mesh.MeshType = "Sphere"
Mesh.Parent = Ball
local Size = 0.5
local Rise = true
while Grabbing and BP and Ang and Targ.Parent ~= nil do
local BPPos = Mouse.Origin.p + Mouse.UnitRay.Direction * DirDot
Ang.angularvelocity = Vel
BP.position = BPPos + RPos
RPos = Vector3.new(max(-1, min(RPos.x + random() * 0.02 - 0.01, 1)), cos(Vlev), max(-1, min(RPos.z + random() * 0.02 - 0.01, 1)))
Vel = Vector3.new(max(-1, min(Vel.x + random() * 0.2 - 0.1, 1)), max(-1, min(Vel.y + random() * 0.2 - 0.1, 1)), max(-1, min(Vel.z + random() * 0.2 - 0.1, 1)))
Vlev = (Vlev + 0.05) % tau
if Hum then
Hum.Sit = true
end
if LA.Parent ~= nil and RA.Parent ~= nil then
local LPos = (LA.CFrame * CFrame.new(0, -1, 0)).p
local RPos = (RA.CFrame * CFrame.new(0, -1, 0)).p
if Rise == true then
if Size < 0.6 then
Size = Size + 0.05
else
Size = Size + 0.1
end
if Size >= 2.2 then
Rise = false
end
else
if Size > 2.1 then
Size = Size - 0.05
else
Size = Size - 0.1
end
if Size <= 0.5 then
Rise = true
end
end
Ball.Size = Vector3.new(Size, Size, Size)
Ball.CFrame = CFrame.new(LPos:Lerp(RPos, 0.5), Targ.Position) * CFrame.new(0, 0, -2.2)
LightNum = LightNum + 1
makeLightning(LightMod, Ball.Position, Targ.Position, 0.2, 4, 50, 1, LightNum)
elseif Ball.Parent ~= nil then
Ball:Destroy()
end
if LS and LS.Parent == Torso then
LS.C0 = CFrame.new(Vector3.new(-1.5, 0.5, 0), Torso.CFrame:pointToObjectSpace((Targ.CFrame or Torso.CFrame * CFrame.new(-1.5, 0.5, 1)).p))
end
if RS and RS.Parent == Torso then
RS.C0 = CFrame.new(Vector3.new(1.5, 0.5, 0), Torso.CFrame:pointToObjectSpace((Targ.CFrame or Torso.CFrame * CFrame.new(1.5, 0.5, 1)).p))
end
RunService.Heartbeat:wait()
end
coroutine.resume(coroutine.create(function()
for i = 0.5, 1, 0.1 do
for i2,v in pairs(LightMod:GetChildren()) do
--v.Light.Range = 6-(i*5)
v.Transparency = i
end
wait(1/30)
end
LightMod:Destroy()
end))
if BP and BP.Parent ~= nil then
BP:Destroy()
end
if Ang and Ang.Parent ~= nil then
Ang:Destroy()
end
pcall(function() Ball:Destroy() end)
end
end)
end))
end)
end
function Add(Obj)
if Obj:IsA("BasePart") and not Objects[Obj] and not (Obj.Name == "Base" and Obj.ClassName == "Part") then
Objects[Obj] = Obj:GetMass()
Obj.Changed:connect(function(P)
if P:lower() == "size" and Objects[Obj] and Obj.Parent ~= nil then
Objects[Obj] = Obj:GetMass()
end
end)
end
end
function Rem(Obj)
if Objects[Obj] then
Objects[Obj] = nil
end
end
function Recursion(Obj)
ypcall(function()
Add(Obj)
if #Obj:GetChildren() > 0 then
for _,v in pairs(Obj:GetChildren()) do
Recursion(v)
end
end
end)
end
Workspace.DescendantAdded:connect(function(Obj)
Add(Obj)
end)
Workspace.DescendantRemoving:connect(function(Obj)
Rem(Obj)
end)
for _,v in pairs(Workspace:GetChildren()) do
Recursion(v)
end
Start()
if LP.Name == PlrName then
LP.CharacterAdded:connect(Start)
end
local verlet = {}
verlet.step_time = 1 / 50
verlet.gravity = Vector3.new(0, -10, 0)
local char = game.Players.LocalPlayer.Character
local torso = char:WaitForChild("Torso")
local parts = {}
local render = game:GetService("RunService").RenderStepped
wait(2)
local point = {}
local link = {}
local rope = {}
local function ccw(A,B,C)
return (C.y-A.y) * (B.x-A.x) > (B.y-A.y) * (C.x-A.x)
end
local function intersect(A,B,C,D)
return ccw(A,C,D) ~= ccw(B,C,D) and ccw(A,B,C) ~= ccw(A,B,D)
end
local function vec2(v)
return Vector2.new(v.x, v.z)
end
function point:step()
if not self.fixed then
local derivative = (self.position - self.last_position) * 0.95
self.last_position = self.position
self.position = self.position + derivative + (self.velocity * verlet.step_time ^ 2)
--[[local torsoP = torso.CFrame * CFrame.new(-1, 0, 0.5)
local torsoE = torso.CFrame * CFrame.new(1, 0, 0.5)
local pointE = self.position + torso.CFrame.lookVector * 100
local doIntersect = intersect(vec2(torsoP.p), vec2(torsoE.p), vec2(self.position), vec2(pointE))
if not doIntersect then
self.postition = self.position - torso.CFrame.lookVector * 10
end]]
end
end
function link:step()
for i = 1, 1 do
local distance = self.point1.position - self.point2.position
local magnitude = distance.magnitude
local differance = (self.length - magnitude) / magnitude
local translation = ((self.point1.fixed or self.point2.fixed) and 1 or 0.6) * distance * differance
if not self.point1.fixed then
self.point1.position = self.point1.position + translation
end
if not self.point2.fixed then
self.point2.position = self.point2.position - translation
end
end
end
function verlet.new(class, a, b, c)
if class == "Point" then
local new = {}
setmetatable(new, {__index = point})
new.class = class
new.position = a or Vector3.new()
new.last_position = new.position
new.velocity = verlet.gravity
new.fixed = false
return new
elseif class == "Link" then
local new = {}
setmetatable(new, {__index = link})
new.class = class
new.point1 = a
new.point2 = b
new.length = c or (a.position - b.position).magnitude
return new
elseif class == "Rope" then
local new = {}
setmetatable(new, {__index = link})
new.class = class
new.start_point = a
new.finish_point = b
new.points = {}
new.links = {}
local inc = (b - a) / 10
for i = 0, 10 do
table.insert(new.points, verlet.new("Point", a + (i * inc)))
end
for i = 2, #new.points do
table.insert(new.links, verlet.new("Link", new.points[i - 1], new.points[i]))
end
return new
end
end
local tris = {}
local triParts = {}
local function GetDiscoColor(hue)
local section = hue % 1 * 3
local secondary = 0.5 * math.pi * (section % 1)
if section < 1 then
return Color3.new(0, 0, 0)
elseif section < 2 then
return Color3.new(0, 0, 0)
else
return Color3.new(0, 0, 0)
end
end
local function setupPart(part)
part.Anchored = true
part.FormFactor = 3
part.CanCollide = false
part.TopSurface = 10
part.BottomSurface = 10
part.LeftSurface = 10
part.RightSurface = 10
part.FrontSurface = 10
part.BackSurface = 10
part.Material = "Neon"
local m = Instance.new("SpecialMesh", part)
m.MeshType = "Wedge"
m.Scale = Vector3.new(0.2, 1, 1)
return part
end
local function CFrameFromTopBack(at, top, back)
local right = top:Cross(back)
return CFrame.new(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
end
local function drawTri(parent, a, b, c)
local this = {}
local mPart1 = table.remove(triParts, 1) or setupPart(Instance.new("Part"))
local mPart2 = table.remove(triParts, 1) or setupPart(Instance.new("Part"))
function this:Set(a, b, c)
local ab, bc, ca = b-a, c-b, a-c
local abm, bcm, cam = ab.magnitude, bc.magnitude, ca.magnitude
local edg1 = math.abs(0.5 + ca:Dot(ab)/(abm*abm))
local edg2 = math.abs(0.5 + ab:Dot(bc)/(bcm*bcm))
local edg3 = math.abs(0.5 + bc:Dot(ca)/(cam*cam))
if edg1 < edg2 then
if edg1 >= edg3 then
a, b, c = c, a, b
ab, bc, ca = ca, ab, bc
abm = cam
end
else
if edg2 < edg3 then
a, b, c = b, c, a
ab, bc, ca = bc, ca, ab
abm = bcm
else
a, b, c = c, a, b
ab, bc, ca = ca, ab, bc
abm = cam
end
end
local len1 = -ca:Dot(ab)/abm
local len2 = abm - len1
local width = (ca + ab.unit*len1).magnitude
local maincf = CFrameFromTopBack(a, ab:Cross(bc).unit, -ab.unit)
if len1 > 0.2 then
mPart1.Parent = parent
mPart1.Size = Vector3.new(0.2, width, len1)
mPart1.CFrame = maincf*CFrame.Angles(math.pi,0,math.pi/2)*CFrame.new(0,width/2,len1/2)
else
mPart1.Parent = nil
end
if len2 > 0.2 then
mPart2.Parent = parent
mPart2.Size = Vector3.new(0.2, width, len2)
mPart2.CFrame = maincf*CFrame.Angles(math.pi,math.pi,-math.pi/2)*CFrame.new(0,width/2,-len1 - len2/2)
else
mPart2.Parent = nil
end
end
function this:SetProperty(prop, value)
mPart1[prop] = value
mPart2[prop] = value
end
this:Set(a, b, c)
function this:Destroy()
mPart1:Destroy()
mPart2:Destroy()
end
this.p1 = mPart1
this.p2 = mPart2
this.p1.BrickColor = BrickColor.new(GetDiscoColor(math.noise(0.5, 0.5, this.p1.CFrame.Y * 0.5 + time())))
this.p2.BrickColor = BrickColor.new(GetDiscoColor(math.noise(0.5, 0.5, this.p2.CFrame.Y * 0.5 + time())))
return this
end
function verlet.draw(object, id)
if object.class == "Point" then
local part = parts[id]
part.BrickColor = BrickColor.new(255, 0, 0)
part.Transparency = 0
part.formFactor = 3
part.Anchored = true
part.CanCollide = false
part.TopSurface = 0
part.BottomSurface = 0
part.Size = Vector3.new(0.35, 0.35, 0.35)
part.Material = "Neon"
part.CFrame = CFrame.new(object.position)
part.Parent = torso
return part
elseif object.class == "Link" then
local part = parts[id]
local dist = (object.point1.position - object.point2.position).magnitude
part.Size = Vector3.new(0.2, 0.2, dist)
part.CFrame = CFrame.new(object.point1.position, object.point2.position) * CFrame.new(0, 0, dist * -0.5)
part.Parent = torso
return part
end
end
function verlet.clear()
for _, v in pairs(workspace:GetChildren()) do
if v.Name == "Part" then
v:Destroy()
end
end
end
local points = {}
local links = {}
for x = 0, 2 do
points[x] = {}
for y = 0, 3 do
points[x][y] = verlet.new("Point", torso.Position + Vector3.new(x * 0.8 - 2, 2 - y * 0.8, 5 + y * 0.4))
points[x][y].fixed = y == 0
end
end
for x = 1, 2 do
for y = 0, 3 do
links[#links + 1] = verlet.new("Link", points[x][y], points[x - 1][y], 1 + y * 0.08)
end
end
for x = 0, 2 do
for y = 1, 3 do
links[#links + 1] = verlet.new("Link", points[x][y], points[x][y - 1], 1.2 + y * 0.03)
end
end
render:connect(function()
for x = 0, 2 do
for y = 0, 3 do
if y == 0 then
points[x][y].position = (torso.CFrame * CFrame.new(x * 1 - 1, 1, 0.5)).p
else
points[x][y]:step()
end
end
end
for i = 1, #links do
links[i]:step()
end
for i = 1, #tris do
triParts[#triParts + 1] = tris[i].p1
triParts[#triParts + 1] = tris[i].p2
end
tris = {}
for x = 1, 2 do
for y = 1, 3 do
tris[#tris + 1] = drawTri(torso, points[x - 1][y - 1].position, points[x - 1][y].position, points[x][y - 1].position)
tris[#tris + 1] = drawTri(torso, points[x][y].position, points[x - 1][y].position, points[x][y - 1].position)
end
end
end)
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment