minipeep (moar) LOCAL

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minipeep (moar) LOCAL

Post  PabloRV on Sun Dec 07, 2014 1:46 pm

print'why steal credit when you know it\'s mine?'
--print'madiik cannot be resisted kthx'

function clerp(c1,c2,al)
local com1 = {c1.X,c1.Y,c1.Z,c1:toEulerAnglesXYZ()}
local com2 = {c2.X,c2.Y,c2.Z,c2:toEulerAnglesXYZ()}
for i,v in pairs(com1) do
com1[i] = v+(com2[i]-v)*al
end
return CFrame.new(com1[1],com1[2],com1[3]) * CFrame.Angles(select(4,unpack(com1)))
end


plr = game:service'Players'.LocalPlayer
plrgui = plr.PlayerGui
char = plr.Character
mouse = plr:GetMouse()
humanoid = char:findFirstChild("Humanoid")
torso = char:findFirstChild("Torso")
head = char.Head
ra = char:findFirstChild("Right Arm")
la = char:findFirstChild("Left Arm")
rl = char:findFirstChild("Right Leg")
ll = char:findFirstChild("Left Leg")
rs = torso:findFirstChild("Right Shoulder")
ls = torso:findFirstChild("Left Shoulder")
rh = torso:findFirstChild("Right Hip")
lh = torso:findFirstChild("Left Hip")
neck = torso:findFirstChild("Neck")
rj = char:findFirstChild("HumanoidRootPart"):findFirstChild("RootJoint")
rootpart = char:findFirstChild("HumanoidRootPart")
camera = workspace.CurrentCamera
anim = char:findFirstChild("Animate")
if anim then
anim:Destroy()
end

wait(1)

local rm = Instance.new("Motor", torso)
rm.C0 = CFrame.new(1.5, 0.5, 0)
rm.C1 = CFrame.new(0, 0.5, 0)
rm.Part0 = torso
rm.Part1 = ra
rm.Name = 'Right Shoulder'

local lm = Instance.new("Motor", torso)
lm.C0 = CFrame.new(-1.5, 0.5, 0)
lm.C1 = CFrame.new(0, 0.5, 0)
lm.Part0 = torso
lm.Part1 = la
lm.Name = 'Left Shoulder'

local rlegm = Instance.new("Motor", torso)
rlegm.C0 = CFrame.new(0.5, -1, 0)
rlegm.C1 = CFrame.new(0, 1, 0)
rlegm.Part0 = torso
rlegm.Part1 = rl
local llegm = Instance.new("Motor", torso)
llegm.C0 = CFrame.new(-0.5, -1, 0)
llegm.C1 = CFrame.new(0, 1, 0)
llegm.Part0 = torso
llegm.Part1 = ll

rj.C0 = CFrame.new()
rj.C1 = CFrame.new()

neck.C0 = CFrame.new(0, 1, 0)
neck.C1 = CFrame.new(0, -0.5, 0)

local speed = 0.3
local angle = 0
local anglespeed = 1
rsc0 = rm.C0
lsc0 = lm.C0
llc0 = llegm.C0
rlc0 = rlegm.C0
rootc0 = rj.C0
neckc0 = neck.C0

mouse.KeyDown:connect(function(k)
if k == "e" then
fieryhead = not fieryhead
if fieryhead then
coroutine.wrap(function()
while fieryhead and wait() do
local FireColors = {'Really red', 'Bright orange'}
local p = Instance.new('Part', char)
p.BrickColor = BrickColor.new(FireColors[math.random(1,#FireColors)])
p.FormFactor = 'Custom'
p.Size = Vector3.new(3, 3, 3)
p.CanCollide = false
p.Anchored = true
p.Locked = true
Instance.new('PointLight', p).Range = 10
p.CFrame = head.CFrame * CFrame.new(0, 1, 0) * CFrame.Angles(math.random(0,3),math.random(0,3),math.random(0,3))
Instance.new('BlockMesh', p)
coroutine.wrap(function()
for i = 1, 10 do
p.Mesh.Scale = p.Mesh.Scale - Vector3.new(.1, .1, .1)
p.CFrame = p.CFrame * CFrame.new(0, .35, 0)
wait()
end
end)()
game:service'Debris':AddItem(p, .55)
end
end)()
end
end
if k == "r" then
if Charge1Anim or Attack1Anim then return end
Charge1Anim = true
for i = 0, 70 do
local FireColors = {'Really red', 'Bright orange'}
local p = Instance.new('Part', char)
p.BrickColor = BrickColor.new(FireColors[math.random(1,#FireColors)])
p.FormFactor = 'Custom'
p.Size = Vector3.new(.8, .8, .Cool
p.CanCollide = false
p.Anchored = true
p.Locked = true
p.CFrame = ra.CFrame * CFrame.new(0, -1, 0) * CFrame.Angles(math.random(0,3),math.random(0,3),math.random(0,3))
Instance.new('BlockMesh', p)
coroutine.wrap(function()
for i = 1, 10 do
p.Mesh.Scale = p.Mesh.Scale - Vector3.new(.1, .1, .1)
p.CFrame = p.CFrame * CFrame.new(0, .15, 0)
wait()
end
end)()
game:service'Debris':AddItem(p, 2)
wait()
end
Charge1Anim = false
Attack1Anim = true
wait(.35)
local ray = Ray.new(ra.CFrame*CFrame.new(0,-1,0).p, ra.CFrame*CFrame.new(0, -150, 0).p)
local hitz, enz = workspace:FindPartOnRay(ray, char)
local humanoid = hitz and hitz.Parent and hitz.Parent:findFirstChild("Humanoid")
if humanoid then
humanoid:TakeDamage(80)
end
local humanoid = hitz and hitz.Parent and hitz.Parent.Parent and hitz.Parent.Parent:findFirstChild("Humanoid")
if humanoid then
humanoid:TakeDamage(80)
end

--draw the ray
local distance = (enz - ra.CFrame*CFrame.new(0,-1,0).p).magnitude
local rayPart = Instance.new("Part", char)
rayPart.BrickColor = BrickColor.new("Bright red")
rayPart.Anchored = true
rayPart.CanCollide = false
rayPart.Locked = true
rayPart.TopSurface = 0
rayPart.BottomSurface = 0
rayPart.formFactor = 'Custom'
Instance.new('CylinderMesh', rayPart)
rayPart.Size = Vector3.new(1, distance, 1)
rayPart.CFrame = CFrame.new((enz + ra.CFrame*CFrame.new(0,-1,0).p)/2,enz) * CFrame.Angles(math.pi/2, 0, 0)
for i = 0, 1, .1 do
rayPart.Transparency = i
wait()
end
rayPart:remove()
Attack1Anim = false
end
if string.byte(k) == 48 then
humanoid.WalkSpeed = 24
end
end)

mouse.KeyUp:connect(function(k)
if string.byte(k) == 48 then
humanoid.WalkSpeed = 16
end
end)

local action = 'None'
plr.Chatted:connect(function(msg)
if msg == '/e dance' or msg == '/emote dance' then
action = 'Dance'
end
if msg == '/e bernie' or msg == '/emote bernie' then
action = 'MovingLikeBernie'
end
end)

local dance_move_wait = 0
print'madiik cannot be resisted kthx'
game:service'RunService'.RenderStepped:connect(function()
rm.MaxVelocity = 0
lm.MaxVelocity = 0
rm.DesiredAngle = 0
rm.CurrentAngle = 0
lm.DesiredAngle = 0
lm.CurrentAngle = 0
angle = (angle % 100) + anglespeed/10
mvmnt = math.pi * math.sin(math.pi*2/100*(angle*10))
local rscf = rsc0
local lscf = lsc0
local rlcf = rlc0
local llcf = llc0
local rjcf = rootc0
local ncf = neckc0
local ray = Ray.new(rootpart.Position, Vector3.new(0, -4.1, 0))
local hitz, enz = workspace:FindPartOnRay(ray, char)
for i,object in pairs(char:children()) do
if object:IsA("Tool") then
tool = true
if not debounce then
for x,value in pairs(object:children()) do
if value:IsA("StringValue") and value.Name == "toolanim" and value.Value == "Slash" then
debounce = true
coroutine.wrap(function()
slashing = true
wait(.15)
slashing = false
debounce = false
end)()
value:Destroy()
end
end
end
elseif not object:IsA'Tool' then
tool = false
end
end
if action == 'Dance' then
anglespeed = 2
if Vector3.new(torso.Velocity.x, 0, torso.Velocity.z).magnitude < 2 then
rjcf = rootc0 * CFrame.Angles(math.rad(2), math.sin(angle)*.15, 0)
lscf = lsc0 * CFrame.new(0, .5 + math.sin(angle)*0.025, 0) * CFrame.Angles(math.pi/1.2-math.cos(angle)*0.4, math.sin(angle)*0.1, -.15 - -math.sin(angle)*0.4)
rscf = rsc0 * CFrame.new(0, .5 + math.sin(angle)*0.025, 0) * CFrame.Angles(math.pi/1.2+math.cos(angle)*0.4, math.sin(-angle)*0.1, .15 + -math.sin(angle)*0.4)
rlcf = rlc0 * CFrame.new(0, .3 + math.cos(angle)*.3, -.1) * CFrame.Angles(-math.rad(2), 0, 0)
llcf = llc0 * CFrame.new(0, .3 - math.cos(angle)*.3, -.1) * CFrame.Angles(-math.rad(2), 0, 0)
ncf = neckc0 * CFrame.Angles(0, math.sin(angle)*.4, 0)
else
action = 'None'
end
elseif action == 'MovingLikeBernie' then
anglespeed = 1+math.random()
dance_move_wait = (dance_move_wait%40) + 1/60
if Vector3.new(torso.Velocity.x, 0, torso.Velocity.z).magnitude < 2 then
if dance_move_wait <= 20 then
rjcf = rootc0 * CFrame.new(0, -.2, .6) * CFrame.Angles(math.rad(25)-math.sin(angle)*0.025, math.cos(angle)*.15, 0)
lscf = lsc0 * CFrame.new(0, math.sin(angle)*0.025, 0) * CFrame.Angles(-math.pi/6 + -math.cos(angle)*0.4, math.sin(angle)*0.1, -.15 - -math.sin(angle)*0.4)
rscf = rsc0 * CFrame.new(0, math.sin(angle)*0.025, 0) * CFrame.Angles(-math.pi/6 + math.cos(angle)*0.4, math.sin(-angle)*0.1, .15 + -math.sin(angle)*0.4)
rlcf = rlc0 * CFrame.new(0, 0, -.1) * CFrame.Angles(-math.rad(25)+math.sin(angle)*0.025, -math.cos(angle)*.15, .1)
llcf = llc0 * CFrame.new(0, 0, -.1) * CFrame.Angles(-math.rad(25)+math.sin(angle)*0.025, -math.cos(angle)*.15, -.1)
ncf = neckc0 * CFrame.Angles(0, math.sin(angle)*.4, 0)
elseif dance_move_wait > 20 then
rjcf = rootc0 * CFrame.new(0, -.2, -.6) * CFrame.Angles(-math.rad(25)-math.sin(angle)*0.025, math.cos(angle)*.15, 0)
lscf = lsc0 * CFrame.new(0, math.sin(angle)*0.025, 0) * CFrame.Angles(math.pi/6 + math.cos(angle)*0.4, math.sin(angle)*0.1, -.15 - -math.sin(angle)*0.4)
rscf = rsc0 * CFrame.new(0, math.sin(angle)*0.025, 0) * CFrame.Angles(math.pi/6 + -math.cos(angle)*0.4, math.sin(-angle)*0.1, .15 + -math.sin(angle)*0.4)
rlcf = rlc0 * CFrame.new(0, 0, -.1) * CFrame.Angles(math.rad(25)-math.sin(angle)*0.025, -math.cos(angle)*.15, .1)
llcf = llc0 * CFrame.new(0, 0, -.1) * CFrame.Angles(math.rad(25)-math.sin(angle)*0.025, -math.cos(angle)*.15, -.1)
ncf = neckc0 * CFrame.Angles(0, math.sin(angle)*.4, 0)
end
else
action = 'None'
end
elseif not hitz and (torso.Velocity.y > 1 or torso.Velocity.y < -1) then
anglespeed = 3
rjcf = rootc0 * CFrame.Angles(math.rad(5), 0, 0)
rscf = rsc0 * CFrame.Angles(math.rad(130) + math.sin(angle)*.8, 0, .15)
lscf = lsc0 * CFrame.Angles(math.rad(130) + -math.sin(angle)*.8, 0, -.15)
rlcf = rlc0 * CFrame.new(0, .3 + -math.cos(angle)*.3, -.3 + -math.cos(angle)*.3) * CFrame.Angles(math.pi/14 + -math.sin(angle)*1, 0, 0)
llcf = llc0 * CFrame.new(0, .3 - -math.cos(angle)*.3, -.3 - -math.cos(angle)*.3) * CFrame.Angles(math.pi/14 + math.sin(angle)*1, 0, 0)
ncf = neckc0 * CFrame.Angles(0, math.sin(angle)*.8, 0)
elseif Vector3.new(torso.Velocity.x, 0, torso.Velocity.z).magnitude < 2 then
elseif Vector3.new(torso.Velocity.x, 0, torso.Velocity.z).magnitude <= 20 then
anglespeed = 2
rjcf = rootc0 * CFrame.new(0, math.abs(math.sin(angle))*.65, 0) * CFrame.Angles(math.rad(10)+math.rad(torso.Velocity.y)*2, 0, 0)
rscf = rsc0 * CFrame.Angles(math.sin(angle)*1.7, 0, .05)
lscf = lsc0 * CFrame.Angles(-math.sin(angle)*1.7, 0, -.05)
rlcf = rlc0 * CFrame.Angles(-math.sin(angle)*1.4, 0, 0)
llcf = llc0 * CFrame.Angles(math.sin(angle)*1.4, 0, 0)
ncf = neckc0 * CFrame.Angles(-math.rad(30) + math.abs(math.sin(angle))*.95, math.sin(angle)*.8, 0)
elseif Vector3.new(torso.Velocity.x, 0, torso.Velocity.z).magnitude > 20 then
anglespeed = 2.5
rjcf = rootc0 * CFrame.new(0, -.3 + math.abs(math.sin(angle))*.65, 0) * CFrame.Angles(-math.rad(10)+math.rad(torso.Velocity.y)*2, 0, 0)
rscf = rsc0 * CFrame.new(0, math.cos(angle)*.5, math.sin(angle)*.5) * CFrame.Angles(math.cos(angle)*2.8, 0, math.abs(math.sin(angle))*.5)
lscf = lsc0 * CFrame.new(0, -math.cos(angle)*.5, -math.sin(angle)*.5) * CFrame.Angles(-math.cos(angle)*2.8, 0, -math.abs(math.sin(angle))*.5)
rlcf = rlc0 * CFrame.new(0, .3 + -math.cos(-angle)*.3, -.2+math.sin(angle)*0.25) * CFrame.Angles(-math.pi/18+math.sin(-angle)*1.4, 0, math.rad(.5))
llcf = llc0 * CFrame.new(0, .3 - -math.cos(angle)*.3, -.05-math.sin(angle)*0.25) * CFrame.Angles(-math.pi/18+math.sin(angle)*1.4, 0, -math.rad(.5))
ncf = neckc0 * CFrame.Angles(math.cos(angle), math.sin(angle), 0)
end
if Charge1Anim then
rscf = rsc0 * CFrame.new(-.75, 0, .75) * CFrame.Angles(math.pi/4, 0, math.pi/4)
lscf = lsc0 * CFrame.new(.95, 0, -.45) * CFrame.Angles(math.pi/4, 0, math.pi/3)
end
if Attack1Anim then
rscf = rsc0 * CFrame.Angles(math.pi/2, 0, 0)
lscf = lsc0 * CFrame.Angles(-math.pi/8, 0, 0)
end
if tool then
rscf = rsc0 * CFrame.Angles(math.pi/2, 0, 0)
if slashing then
rscf = rsc0 * CFrame.Angles(-math.pi/12, 0, -.1)
end
end
rm.C0 = clerp(rm.C0,rscf,speed)
lm.C0 = clerp(lm.C0,lscf,speed)
rj.C0 = clerp(rj.C0,rjcf,speed)
neck.C0 = clerp(neck.C0,ncf,speed)
rlegm.C0 = clerp(rlegm.C0,rlcf,speed)
llegm.C0 = clerp(llegm.C0,llcf,speed)
end)

PabloRV

Posts : 5
Join date : 2014-07-23

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