Run it
Copy the script and paste it into your executor.
.Players.LocalPlayer.Character.Head.face:()
plr = .Players.LocalPlayer
char=.Players.LocalPlayer.Character
ct={}
te=.insert
HumanDied=
i,v , :().LocalPlayer.Character:()
v:()
(ct,:().Heartbeat:(()
(()
v.Velocity = .(,-,)
(.Players.LocalPlayer,,.huge)
(.Players.LocalPlayer,,)
.Players.LocalPlayer.ReplicationFocus =
)
))
(t,tex,dur)
.StarterGui:(, {
Title = t;
Text = tex;
Duration = dur ;
})
srv= :()
fl=.(,char);fl.Name=
char.Archivable =
reanim = char:()
reanim.Name=
i,v , reanim:()
v:() v:()
v.Transparency =
penis=
plr.Character=
plr.Character=char
char.Humanoid.AutoRotate=
char.Humanoid.WalkSpeed=
char.Humanoid.JumpPower=
char.Torso.Anchored =
(,..penis..)
(penis)
char.Torso.Anchored=
(,)
char.Humanoid.Health=
reanim.Animate.Disabled =
reanim.Parent = fl
reanim.HumanoidRootPart.CFrame = char.HumanoidRootPart.CFrame*.(,,)
(part, parent, p, r)
.(,part)
.(,part)
.(,part)
.(,parent)
part.Attachment.Name = part.Name
parent.Attachment.Name = part.Name
part.AlignPosition.Attachment0 = part[part.Name]
part.AlignOrientation.Attachment0 = part[part.Name]
part.AlignPosition.Attachment1 = parent[part.Name]
part.AlignOrientation.Attachment1 = parent[part.Name]
parent[part.Name].Position = p .()
part[part.Name].Orientation = r .()
part.AlignPosition.MaxForce =
part.AlignPosition.MaxVelocity = .huge
part.AlignPosition.ReactionForceEnabled =
part.AlignPosition.Responsiveness = .huge
part.AlignOrientation.Responsiveness = .huge
part.AlignPosition.RigidityEnabled =
part.AlignOrientation.MaxTorque =
part.Massless=
(part, parent, p)
.(,part)
.(,part)
.(,parent)
part.Attachment.Name = part.Name
parent.Attachment.Name = part.Name
part.AlignPosition.Attachment0 = part[part.Name]
part.AlignPosition.Attachment1 = parent[part.Name]
parent[part.Name].Position = p .()
part.AlignPosition.MaxForce =
part.AlignPosition.MaxVelocity = .huge
part.AlignPosition.ReactionForceEnabled =
part.AlignPosition.Responsiveness = .huge
part.Massless=
i,part , char:()
part:()
(ct,srv.RenderStepped:(()
part.CanCollide=
))
i,part , char:()
part:()
(ct,srv.Stepped:(()
part.CanCollide=
))
i,part , reanim:()
part:()
(ct,srv.RenderStepped:(()
part.CanCollide=
))
i,part , reanim:()
part:()
(ct,srv.Stepped:(()
part.CanCollide=
))
i,v , char:()
v:()
(v.Handle,reanim[v.Name].Handle)
(char[],reanim[])
(char[],reanim[])
(char[],reanim[],.(,,))
(char[],reanim[])
(char[],reanim[])
(char[],reanim[])
(char[],reanim[])
m = plr:()
LVecPart = .(, fl) LVecPart.CanCollide = LVecPart.Transparency =
(ct,srv.RenderStepped:(()
lookVec = .CurrentCamera.CFrame.lookVector
Root = reanim[]
LVecPart.Position = Root.Position
LVecPart.CFrame = .(LVecPart.Position, .(lookVec.X * , lookVec.Y, lookVec.Z * ))
))
wdown=
sdown=
adown=
ddown=
spacedown=
(ct,m.Button1Down:(()
click=
))
(ct,m.Button1Up:(()
click=
))
(ct,m.KeyDown:((e)
e ==
spacedown=
e ==
wdown=
e ==
sdown=
e ==
adown=
e ==
ddown=
))
(ct,m.KeyUp:((e)
e ==
spacedown=
e ==
wdown=
e ==
sdown=
e ==
adown=
e ==
ddown=
))
(X,Y,Z)
LVecPart.CFrame = LVecPart.CFrame * .(-X,Y,-Z)
reanim.Humanoid.WalkToPoint = LVecPart.Position
(ct,srv.RenderStepped:(()
wdown==
(,,)
sdown==
(,,-)
adown==
(,,)
ddown==
(-,,)
spacedown==
reanim.Humanoid.Jump=
wdown ~= adown ~= sdown ~= ddown ~=
reanim.Humanoid.WalkToPoint = reanim.HumanoidRootPart.Position
))
.CurrentCamera.CameraSubject = reanim.Humanoid
reset=.()
(ct,reset.Event:(()
reanim:()
HumanDied=
reanimated=
i,v , char:() v:() v.Anchored=
hc=char.Humanoid:()
char.Humanoid:()
hc.Parent=char
.Players:()
i,v (ct) v:()
:():(, )
reset:()
))
:():(, reset)
IT = .new
CF = .new
VT = .new
RAD = .rad
C3 = .new
UD2 = .new
BRICKC = BrickColor.new
ANGLES = .Angles
EULER = .fromEulerAnglesXYZ
COS = .cos
ACOS = .acos
SIN = .sin
ASIN = .asin
ABS = .abs
MRANDOM = .random
FLOOR = .floor
speed =
sine =
srv = :()
(yes,part,c1,c0,nm)
reanim[yes].Handle.AccessoryWeld.Part1=reanim[part]
reanim[yes].Handle.AccessoryWeld.C1=c1 .()
reanim[yes].Handle.AccessoryWeld.C0=c0 .()
nm==
(yes)
reanim = .Players.LocalPlayer.Character.CWExtra.NexoPD
RJ = reanim.HumanoidRootPart.RootJoint
RS = reanim.Torso[]
LS = reanim.Torso[]
RH = reanim.Torso[]
LH = reanim.Torso[]
Root = reanim.HumanoidRootPart
NECK = reanim.Torso.Neck
NECK.C0 = (,,)*((),(),())
NECK.C1 = (,-,)*((),(),())
RJ.C1 = (,,)*((),(),())
RJ.C0 = (,,)*((),(),())
RS.C1 = (-,,)*((),(),())
LS.C1 = (,,)*((),(),())
RH.C1 = (,,)*((),(),())
LH.C1 = (,,)*((),(),())
RH.C0 = (,,)*((),(),())
LH.C0 = (,,)*((),(),())
RS.C0 = (,,)*((),(),())
LS.C0 = (,,)*((),(),())
Mode=
mousechanger=.Players.LocalPlayer:().KeyDown:((k)
k ==
Mode=
k ==
Mode=
)
.(()
HumanDied mousechanger:()
sine = sine + speed
rlegray = Ray.(reanim[].Position + .(, , ), .(, -, ))
rlegpart, rlegendPoint = :(rlegray, char)
llegray = Ray.(reanim[].Position + .(, , ), .(, -, ))
llegpart, llegendPoint = :(llegray, char)
rightvector = (Root.Velocity * Root.CFrame.rightVector).X + (Root.Velocity * Root.CFrame.rightVector).Z
lookvector = (Root.Velocity * Root.CFrame.lookVector).X + (Root.Velocity * Root.CFrame.lookVector).Z
lookvector > reanim.Humanoid.WalkSpeed
lookvector = reanim.Humanoid.WalkSpeed
lookvector < -reanim.Humanoid.WalkSpeed
lookvector = -reanim.Humanoid.WalkSpeed
rightvector > reanim.Humanoid.WalkSpeed
rightvector = reanim.Humanoid.WalkSpeed
rightvector < -reanim.Humanoid.WalkSpeed
rightvector = -reanim.Humanoid.WalkSpeed
lookvel = lookvector / reanim.Humanoid.WalkSpeed
rightvel = rightvector / reanim.Humanoid.WalkSpeed
Mode ==
Root.Velocity.Magnitude <
NECK.C0 = NECK.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
RJ.C0 = RJ.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
RS.C0 = RS.C0:((+*.(sine/),-+*.(sine/),+*.(sine/))*((+*.(sine/)),(-+*.(sine/)),(+*.(sine/))),)
LS.C0 = LS.C0:((-+*.(sine/),-+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
RH.C0 = RH.C0:((+*.(sine/),-+*.(sine/),-+*.(sine/))*((+*.(sine/)),(-+*.(sine/)),(+*.(sine/))),)
LH.C0 = LH.C0:((-+*.(sine/),-+*.(sine/),-+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
Root.Velocity.Magnitude <
NECK.C0 = NECK.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
RJ.C0 = RJ.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
RS.C0 = RS.C0:((+*.(sine/),-+*.(sine/),+*.(sine/))*((+-*.(sine/)),(-+*.(sine/)),(+*.(sine/))),)
LS.C0 = LS.C0:((-+*.(sine/),-+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+-*.(sine/))),)
RH.C0 = RH.C0:((+*.(sine/),-+*.(sine/),-+*.(sine/))*((+*.(sine/)),(-+*.(sine/)),(+-*.(sine/))),)
LH.C0 = LH.C0:((-+*.(sine/),-+*.(sine/),-+*.(sine/))*((+-*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
Root.Velocity.Magnitude >
NECK.C0 = NECK.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
RJ.C0 = RJ.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
RS.C0 = RS.C0:((+*.(sine/),-+*.(sine/),+*.(sine/))*((+-*.(sine/)),(-+*.(sine/)),(+*.(sine/))),)
LS.C0 = LS.C0:((-+*.(sine/),-+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+-*.(sine/))),)
RH.C0 = RH.C0:((+*.(sine/),-+*.(sine/),-+*.(sine/))*((+*.(sine/)),(-+*.(sine/)),(+-*.(sine/))),)
LH.C0 = LH.C0:((-+*.(sine/),-+*.(sine/),-+*.(sine/))*((+-*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
Mode ==
Root.Velocity.y >
NECK.C0 = NECK.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
RJ.C0 = RJ.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
RS.C0 = RS.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
LS.C0 = LS.C0:((-+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(-+*.(sine/))),)
RH.C0 = RH.C0:((+*.(sine/),+*.(sine/),-+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
LH.C0 = LH.C0:((-+*.(sine/),+*.(sine/),-+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
Root.Velocity.y < -
NECK.C0 = NECK.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
RJ.C0 = RJ.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
RS.C0 = RS.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
LS.C0 = LS.C0:((-+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(-+*.(sine/))),)
RH.C0 = RH.C0:((+*.(sine/),+*.(sine/),-+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
LH.C0 = LH.C0:((-+*.(sine/),+*.(sine/),-+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
Root.Velocity.Magnitude <
NECK.C0 = NECK.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
RJ.C0 = RJ.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
RS.C0 = RS.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
LS.C0 = LS.C0:((-+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(-+*.(sine/))),)
RH.C0 = RH.C0:((+*.(sine/),-+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
LH.C0 = LH.C0:((-+*.(sine/),-+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
Root.Velocity.Magnitude <
NECK.C0 = NECK.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
RJ.C0 = RJ.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
RS.C0 = RS.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
LS.C0 = LS.C0:((-+*.(sine/),+*.(sine/),+*.(sine/))*((+-*.(sine/)),(+*.(sine/)),(-+*.(sine/))),)
RH.C0 = RH.C0:((+*.(sine/),-+*.(sine/),+-*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
LH.C0 = LH.C0:((-+*.(sine/),-+*.(sine/),+*.(sine/))*((+-*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
Root.Velocity.Magnitude >
NECK.C0 = NECK.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
RJ.C0 = RJ.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
RS.C0 = RS.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
LS.C0 = LS.C0:((-+*.(sine/),+*.(sine/),+*.(sine/))*((+-*.(sine/)),(+*.(sine/)),(-+*.(sine/))),)
RH.C0 = RH.C0:((+*.(sine/),-+*.(sine/),+-*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
LH.C0 = LH.C0:((-+*.(sine/),-+*.(sine/),+*.(sine/))*((+-*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
srv.RenderStepped:()
)()
Takes a couple of seconds to be in-effect after execution. Works In R6 (Not made by me, but made by ENCRYPTED_DATA on Pastebin)