Run it
Copy the script and paste it into your executor.
Players = :()
RunService = :()
UserInputService = :()
.SlideTest
_, conn (.SlideTest.connections)
conn:()
.SlideTest.slideTrack
.SlideTest.slideTrack:()
.SlideTest.rig
.SlideTest.rig.align:()
.SlideTest.rig.attachment:()
.SlideTest.mobileGui
.SlideTest.mobileGui:()
.SlideTest = { connections = {}, slideTrack = , rig = , mobileGui = }
state = .SlideTest
lp = Players.LocalPlayer
camera = .CurrentCamera
SLIDE_KEY = .KeyCode.E
SLIDE_TIME =
SLIDE_EXTRA =
FRONT_RANGE =
SLIDE_ANIMATION_ID =
SLIDE_POSE_TIME =
SHOW_MOBILE_BUTTON =
()
character = lp.Character
hrp = character character:()
hrp
look = camera.CFrame.LookVector
params = OverlapParams.()
params.FilterType = .RaycastFilterType.Exclude
params.FilterDescendantsInstances = {character}
best, bestDist = , FRONT_RANGE
_, part (:(hrp.Position, FRONT_RANGE, params))
model = part:()
hum = model model:()
root = model model:()
hum root hum.Health >
offset = root.Position - hrp.Position
dist = offset.Magnitude
dist > offset.Unit:(look) > dist < bestDist
bestDist = dist
best = root
best
()
character = lp.Character
humanoid = character character:()
animator = humanoid humanoid:()
animator
anim = .()
anim.AnimationId = SLIDE_ANIMATION_ID
track = animator:(anim)
track:()
track.TimePosition = SLIDE_POSE_TIME
track:()
anim:()
track
(t)
- ( - t) ^
(hrp)
att = .()
att.Name =
att.Parent = hrp
align = .()
align.Mode = .OrientationAlignmentMode.OneAttachment
align.Attachment0 = att
align.MaxTorque = .huge
align.Responsiveness =
align.Enabled =
align.Parent = hrp
{ attachment = att, align = align }
()
state.slideTrack
state.slideTrack:()
state.slideTrack =
state.rig
state.rig.align.Enabled =
state.rig.align:()
state.rig.attachment:()
state.rig =
(targetRoot)
targetChar = targetRoot.Parent
targetHum = targetChar targetChar:()
targetHum targetRoot.Position
humState = targetHum:()
grounded = targetHum.FloorMaterial ~= .Material.Air
ragdolled = humState == .HumanoidStateType.Physics humState == .HumanoidStateType.Ragdoll
grounded ragdolled
vel = targetRoot.AssemblyLinearVelocity
targetRoot.Position + .(vel.X, , vel.Z) * SLIDE_TIME
targetRoot.Position
(targetRoot)
character = lp.Character
hrp = character character:()
hrp
()
startPos = hrp.Position
start = .()
passedTarget =
endPos = startPos
dir = .(, , -)
state.slideTrack = ()
rig = (hrp)
state.rig = rig
rig.align.Enabled =
conn
conn = RunService.Heartbeat:((dt)
targetRoot.Parent
()
conn:()
elapsed = .() - start
linear = .(elapsed / SLIDE_TIME, , )
aim = (targetRoot)
offset = aim - startPos
offset.Magnitude >
dir = offset.Unit
endPos = aim + dir * SLIDE_EXTRA
pos = startPos:(endPos, (linear))
hrp.CFrame = .(pos)
passedTarget (pos - targetRoot.Position):(dir) >
passedTarget =
passedTarget
goal = .(camera.CFrame.Position, targetRoot.Position)
camera.CFrame = camera.CFrame:(goal, .( * dt, , ))
linear >=
()
conn:()
)
.(state.connections, conn)
()
target = ()
(, target target.Parent.Name )
target
(target)
.(state.connections, UserInputService.InputBegan:((input, processed)
processed
input.KeyCode ~= SLIDE_KEY
()
))
SHOW_MOBILE_BUTTON
playerGui = lp:()
gui = .()
gui.Name =
gui.ResetOnSpawn =
gui.Parent = playerGui
state.mobileGui = gui
button = .()
button.Size = .(, , , )
button.Position = .(, -, , -)
button.BackgroundColor3 = .(, , )
button.BackgroundTransparency =
button.TextColor3 = .(, , )
button.TextSize =
button.Font = .Font.Code
button.Text =
button.BorderSizePixel =
button.Parent = gui
.(, button).CornerRadius = .(, )
button.Activated:(trySlide)
Heya! This script lets you use Todo Slide when pressing E (or SLIDE button for mobile players :D), when you press you go behind the enemy, you can do some pretty nice combos with it! You can use any character for this script btw. Settings (top of the script): DASH_KEY: key that triggers the dash DASH_TIME: how long the dash takes (seconds) DASH_EXTRA: how far past the target the dash goes FRONT_RANGE: how far away a target can be to get picked DASH_ANIMATION_ID: animation played as the pose DASH_POSE_TIME: moment in the animation to hold as the pose Tips Raise DASH_TIME for a slower slide, lower it for something snappier. If the dash stops short or overshoots, adjust DASH_EXTRA. Hitting the wrong enemy? Shrink FRONT_RANGE. The pose looks off? Change DASH_POSE_TIME until it lands on the frame you like. Enjoy It!

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