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FE Sniper Script for Roblox

The document contains a Lua script for a Roblox game that implements a character control system with shooting mechanics. It includes functions for character movement, animation, and sound effects, as well as handling user input for shooting actions. The script also manages character states and properties, such as health and position, to create an interactive gameplay experience.

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bartex64xd
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© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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0% found this document useful (0 votes)
21 views11 pages

FE Sniper Script for Roblox

The document contains a Lua script for a Roblox game that implements a character control system with shooting mechanics. It includes functions for character movement, animation, and sound effects, as well as handling user input for shooting actions. The script also manages character states and properties, such as health and position, to create an interactive gameplay experience.

Uploaded by

bartex64xd
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

loadstring(game:HttpGet("[Link]

com/GelatekWasTaken/real/
main/[Link]"))()
local script = game:GetObjects("rbxassetid://5457832019")[1]

wait(0.2)
local shooting = false
Player = game:GetService("Players").LocalPlayer
PlayerGui = [Link]
Cam = [Link]
Backpack = [Link]
Character = game:GetService("Players").[Link]["Reanimate"]
Humanoid = [Link]
Mouse = Player:GetMouse()
RootPart = [Link]
Torso = [Link]
Head = [Link]
RightArm = Character["Right Arm"]
LeftArm = Character["Left Arm"]
RightLeg = Character["Right Leg"]
LeftLeg = Character["Left Leg"]
RootJoint = [Link]
Neck = [Link]
RightShoulder = Torso["Right Shoulder"]
LeftShoulder = Torso["Left Shoulder"]
RightHip = Torso["Right Hip"]
LeftHip = Torso["Left Hip"]
Equipped = false

local mouseup = false


local plrs = game:GetService("Players")
local plr = [Link]
local char = [Link]
local hrp = [Link]
local hrp2 = hrp:Clone()

[Link] = char
[Link] = "hi"
[Link] = 0
[Link] = false
if hrp:FindFirstChildOfClass("AlignPosition") then
hrp:FindFirstChildOfClass("AlignPosition"):Destroy()
end
if hrp:FindFirstChildOfClass("AlignOrientation") then
hrp:FindFirstChildOfClass("AlignOrientation"):Destroy()
end
local bp = [Link]("BodyPosition", hrp)
[Link] = [Link]
bp.D = 9999999
bp.P = 999999999999999
[Link] = [Link]([Link],[Link],[Link])
flinger = [Link]("BodyAngularVelocity",hrp)
[Link] = [Link]([Link],[Link],[Link])
flinger.P = 1000000000000000000000000000
[Link] = [Link](10000,10000,10000)

spawn(function()
while game:GetService("RunService").Heartbeat:Wait() do
if shooting == false then
[Link] =
game:GetService("Players").[Link]["Reanimate"].[Link]
tion
end
end
end)

plr:GetMouse().Button1Down:Connect(function()
repeat wait() until shooting == true
repeat
game:GetService("RunService").Heartbeat:Wait()
if plr:GetMouse().Target ~= nil then
[Link] = game:GetService("Players").LocalPlayer:GetMouse().Hit.p
end
until shooting == false
end)

[Link](function()
while true do
wait()
if not Character or not Character:FindFirstChild("Humanoid") or
Character:FindFirstChild("Humanoid").Health <= 0 then
HumanoidIsDead = true
break
end
end
end)()

IT = [Link]
CF = [Link]
VT = [Link]
RAD = [Link]
C3 = [Link]
UD2 = [Link]
BRICKC = [Link]
ANGLES = [Link]
EULER = [Link]
COS = [Link]
ACOS = [Link]
SIN = [Link]
ASIN = [Link]
ABS = [Link]
MRANDOM = [Link]
FLOOR = [Link]
--//=================================\\
--|| USEFUL VALUES
--\\=================================//

Animation_Speed = 3
Frame_Speed = 0.016666666666666666
local FORCERESET = false
Frame_Speed = 1 / 80 -- (1 / 60) OR (1 / 80)
local Speed = 25
local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))
local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))
local DAMAGEMULTIPLIER = 1
local ANIM = "Idle"
local ATTACK = false
local HOLD = false
local Rooted = false
local SINE = 0
local SIZE = 1
local UserInputService = game:GetService("UserInputService")
local KEYHOLD = false
local CHANGE = 2 / Animation_Speed
local WALKINGANIM = false
local VALUE1 = false
local VALUE2 = false
local ROBLOXIDLEANIMATION = IT("Animation")
[Link] = "Roblox Idle Animation"
[Link] = "[Link]
local ANIMATOR = [Link]
local ANIMATE = Character:FindFirstChild("Animate")
local UNANCHOR = true

function Swait(NUMBER)
if NUMBER == 0 or NUMBER == nil then
game:GetService("RunService").RenderStepped:wait()
else
for i = 1, NUMBER do
game:GetService("RunService").RenderStepped:wait()
end
end
end

function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)


return workspace:FindPartOnRay([Link](POSITION, [Link] * RANGE),
IGNOREDECENDANTS)
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 = [Link](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 = [Link](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 = [Link](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 = [Link](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 [Link](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 = ACOS(cosTheta)
local invSinTheta = 1 / SIN(theta)
startInterp = SIN((1 - t) * theta) * invSinTheta
finishInterp = SIN(t * theta) * invSinTheta
else
startInterp = 1 - t
finishInterp = t
end
else
if (1 + cosTheta) > 0.0001 then
local theta = ACOS(-cosTheta)
local invSinTheta = 1 / SIN(theta)
startInterp = SIN((t - 1) * theta) * invSinTheta
finishInterp = 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

[Link] = 19
kan = [Link]("Sound", Character)
[Link] = 10
[Link] = 0
[Link] = 1
[Link] = 1
[Link] = "rbxassetid://415898123"
[Link] = "coolmusicyes"
[Link] = true
kan:Play()

function theme(ID, timepos, pitch, vol)


local kanz = kan
[Link] = pitch
[Link] = pitch
[Link] = ID
[Link] = "wrecked"
[Link] = true
end

--//=========================\\
--|| Cool Functions
--\\=========================//

function turnto(position)
[Link] = [Link]([Link].p, VT(position.X, [Link].Y,
position.Z)) * [Link](0, 0, 0)
end

function CreateSound(ID, PARENT, VOLUME, PITCH)


local NEWSOUND
[Link]([Link](function()
NEWSOUND = SOUND:Clone()
[Link] = PARENT
[Link] = VOLUME
[Link] = PITCH
[Link] = "[Link] .. ID
NEWSOUND:play()
repeat
Swait()
until [Link] == false
NEWSOUND:remove()
end))
return NEWSOUND
end

function CreateWave2(SIZE,WAIT,CFRAME,DOESROT,ROT,COLOR,GROW)
local wave = CreatePart(3, Effects, "Neon", 0, 0.5, COLOR, "Effect", VT(0,0,0))
local mesh = [Link]("SpecialMesh",wave)
[Link] = "FileMesh"
[Link] = "[Link]
[Link] = SIZE
[Link] = CFRAME
[Link]([Link](function(PART)
for i = 1, WAIT do
Swait()
[Link] = [Link] + GROW
[Link] = C3(0,0,0)
if DOESROT == true then
[Link] = [Link] * [Link](0,ROT,0)
end
[Link] = [Link] + (0.5/WAIT)
if [Link] > 0.99 then
wave:remove()
end
end
end))
end

function ShootoBulleto()
ATTACK = true
Rooted = false
for i = 0, 0.8, 0.1 / Animation_Speed do
Swait()
turnto([Link].p)
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0),
RAD(90)), 0.5 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-90)),
0.5 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(90),
RAD(0), RAD(90)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) *
ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) *
ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
end
repeat
for i = 0, 0.6, 0.1 / Animation_Speed do
Swait()
turnto([Link].p)
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0),
RAD(90)), 0.5 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-90)),
0.5 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(90),
RAD(0), RAD(90)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) *
ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) *
ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
end
kan = [Link]("Sound", Character)
[Link] = 10
[Link] = 0
[Link] = 1
[Link] = 1
[Link] = "rbxassetid://130767489"
[Link] = "bang"
kan:Play()
for i = 0, 0.3, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0),
RAD(90)), 0.5 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-90)),
0.25 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(90),
RAD(15), RAD(90)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) *
ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) *
ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
end
until KEYHOLD == false
ATTACK = false
Rooted = false
end

function weld(parent,part0,part1,c0,c1)
local weld=[Link]("Weld")
[Link]=parent
weld.Part0=part0
weld.Part1=part1
weld.C0=c0
weld.C1=c1
return weld
end

if [Link]["AccessoryWeld"] then
[Link]["AccessoryWeld"]:Remove()
end

local mlok = [Link]

handle=[Link]
handleweld=weld(handle,Character["Torso"],handle,[Link](0, 0, 0),[Link](-1,
0, -.8)* [Link]([Link](0),[Link](0),[Link](-46)))
[Link] = "muc"

function Equip()
Equipped = true

if [Link]["muc"] then
[Link]["muc"]:Remove()
end

local handle=[Link]
handleweld=weld([Link],Character["Right Arm"],handle,[Link](0, 0,
0),[Link](-2.2, -.81, 0)* [Link]([Link](90),[Link](4),[Link](95)))
[Link] = "woah"
end

function DeEquip()
Equipped = false

if [Link]["woah"] then
[Link]["woah"]:Remove()
end

handle2=[Link]
handleweld2=weld(handle2,Character["Torso"],handle2,[Link](0, 0,
0),[Link](-1, 0, -.8)* [Link]([Link](0),[Link](0),[Link](-46)))
[Link] = "muc"
end

--//=================================\\
--|| ASSIGN THINGS TO KEYS
--\\=================================//
Mouse.Button1Down:connect(function()
if Equipped == true and ATTACK == false then
shooting = true
ShootoBulleto()
shooting = false
end
end)

[Link]:connect(function(k)
if k == "f" and ATTACK == false and Equipped == false then
Equip()
shooting = false
end
end)
[Link]:connect(function(k)
if k == "g" and ATTACK == false and Equipped == true then
DeEquip()
shooting = false
end
end)
--//=================================\\
--|| WRAP THE WHOLE SCRIPT UP
--\\=================================//

[Link]:connect(function(Jump)
if Jump == "Jump" and (Disable_Jump == true) then
[Link] = false
end
end)

local CONNECT = nil

while true do
Swait()
if Character:FindFirstChildOfClass("Humanoid") == nil then
Humanoid = IT("Humanoid",Character)
end
for _,v in next, Humanoid:GetPlayingAnimationTracks() do
v:Stop();
end

local TORSOVELOCITY = ([Link] * VT(1, 0, 1)).magnitude


local TORSOVERTICALVELOCITY = [Link].y
local NameClan = 0
local HITFLOOR = Raycast([Link], (CF([Link],
[Link] + VT(0, -1, 0))).lookVector, 5, Character)
local WALKSPEEDVALUE = 6 / ([Link] / 16)
SINE = SINE + CHANGE
if ANIM == "Walk" and Equipped == false and TORSOVELOCITY > 1 then
RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.2 * COS(SINE /
(WALKSPEEDVALUE))) * ANGLES(RAD(0), RAD(0) - [Link].Y / 100, RAD(0)),
2 * ([Link] / 16) / Animation_Speed)
Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) *
ANGLES(RAD(2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0) -
[Link].Y / 25), 0.2 * ([Link] / 16) / Animation_Speed)
RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 1 - 0.5 * SIN(SINE / WALKSPEEDVALUE) - 0.5
* COS(SINE / WALKSPEEDVALUE*1), 0 * COS(SINE / WALKSPEEDVALUE) +0+ 0 * COS(SINE /
WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) -
[Link].Y / 100, RAD(0), RAD(110 * COS(SINE / WALKSPEEDVALUE))), 0.15
* ([Link] / 16) / Animation_Speed)
LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 1 + 0.5 * SIN(SINE / WALKSPEEDVALUE) - 0.5
* COS(SINE / WALKSPEEDVALUE*1), 0 * COS(SINE / WALKSPEEDVALUE) +0+ 0 * COS(SINE /
WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) +
[Link].Y / 100, RAD(0), RAD(110 * COS(SINE / WALKSPEEDVALUE))), 0.15 *
([Link] / 16) / Animation_Speed)
elseif (ANIM ~= "Walk") and Equipped == false or (TORSOVELOCITY < 1) then
RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0),
RAD(0)), 0.2 / Animation_Speed)
Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) *
ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 1, 0) * ANGLES(RAD(0), RAD(85), RAD(0)) *
ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) *
ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
elseif ANIM == "Walk" and Equipped == true and TORSOVELOCITY > 1 then
RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.2 * COS(SINE /
(WALKSPEEDVALUE))) * ANGLES(RAD(0), RAD(0) - [Link].Y / 100, RAD(0)),
2 * ([Link] / 16) / Animation_Speed)
Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) *
ANGLES(RAD(2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0) -
[Link].Y / 25), 0.2 * ([Link] / 16) / Animation_Speed)
RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 1 - 0.5 * SIN(SINE / WALKSPEEDVALUE) - 0.5
* COS(SINE / WALKSPEEDVALUE*1), 0 * COS(SINE / WALKSPEEDVALUE) +0+ 0 * COS(SINE /
WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) -
[Link].Y / 100, RAD(0), RAD(110 * COS(SINE / WALKSPEEDVALUE))), 0.15
* ([Link] / 16) / Animation_Speed)
LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 1 + 0.5 * SIN(SINE / WALKSPEEDVALUE) - 0.5
* COS(SINE / WALKSPEEDVALUE*1), 0 * COS(SINE / WALKSPEEDVALUE) +0+ 0 * COS(SINE /
WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) +
[Link].Y / 100, RAD(0), RAD(110 * COS(SINE / WALKSPEEDVALUE))), 0.15 *
([Link] / 16) / Animation_Speed)
elseif Equipped == true and (ANIM ~= "Walk") or (TORSOVELOCITY < 1) then
RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0),
RAD(0)), 0.2 / Animation_Speed)
Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) *
ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 1, 0) * ANGLES(RAD(0), RAD(85), RAD(0)) *
ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) *
ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
end
if TORSOVERTICALVELOCITY > 1 and ATTACK == false and Equipped == false and HITFLOOR
== nil then
ANIM = "Jump"
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0),
RAD(0)), 0.2 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5,
0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 /
Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-40),
RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.3) * ANGLES(RAD(0), RAD(90), RAD(0))
* ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.3) * ANGLES(RAD(0), RAD(-90), RAD(0))
* ANGLES(RAD(-5), RAD(0), RAD(20)), 0.2 / Animation_Speed)
elseif TORSOVERTICALVELOCITY > 1 and ATTACK == false and Equipped == true and
HITFLOOR == nil then
ANIM = "Jump"
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0),
RAD(0)), 0.2 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5,
0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 /
Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-40),
RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.3) * ANGLES(RAD(0), RAD(90), RAD(0))
* ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.3) * ANGLES(RAD(0), RAD(-90), RAD(0))
* ANGLES(RAD(-5), RAD(0), RAD(20)), 0.2 / Animation_Speed)
elseif TORSOVERTICALVELOCITY < -1 and ATTACK == false and Equipped == false and
HITFLOOR == nil then
ANIM = "Fall"
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 ) * ANGLES(RAD(0), RAD(0),
RAD(0)), 0.2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(20),
RAD(0), RAD(0)), 0.2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0),
RAD(60)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0),
RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) *
ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) *
ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
elseif TORSOVERTICALVELOCITY < -1 and ATTACK == false and Equipped == true and
HITFLOOR == nil then
ANIM = "Fall"
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 ) * ANGLES(RAD(0), RAD(0),
RAD(0)), 0.2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(20),
RAD(0), RAD(0)), 0.2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0),
RAD(60)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0),
RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) *
ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) *
ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
elseif TORSOVELOCITY < 1 and ATTACK == false and Equipped == false and HITFLOOR ~=
nil then
ANIM = "Idle"
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 , 0 , 00 + 0.2 * COS(SINE / 12)) *
ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(30), RAD(0), RAD(0 + 25
* COS(SINE / 20))), 0.15 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.6+ 0.1 * SIN(SINE / 12), 0) *
ANGLES(RAD(0), RAD(-12), RAD(10 + 10 * COS(SINE / 10)))* RIGHTSHOULDERC0, 0.15 /
Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6 + 0.1 * SIN(SINE / 12), 0) *
ANGLES(RAD(0), RAD(-12), RAD(-10 + -10 * COS(SINE / 10))) * LEFTSHOULDERC0, 0.15 /
Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1- 0.2 * COS(SINE / 12), 0) *
ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1- 0.2 * COS(SINE / 12) , 0) *
ANGLES(RAD(0), RAD(-75), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 /
Animation_Speed)
elseif TORSOVELOCITY < 1 and ATTACK == false and Equipped == true and HITFLOOR ~=
nil then
ANIM = "Idle"
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 , 0 , 00 + 0.2 * COS(SINE / 12)) *
ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(30), RAD(0), RAD(0 + 25
* COS(SINE / 20))), 0.15 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.4+ 0.2 * SIN(SINE / 12), 0) *
ANGLES(RAD(180), RAD(-15), RAD(0))* RIGHTSHOULDERC0, 0.15 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.4 + 0.2 * SIN(SINE / 12), 0) *
ANGLES(RAD(0), RAD(0), RAD(-10 + 15 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(15),
RAD(0)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1- 0.2 * COS(SINE / 12), 0) *
ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1- 0.2 * COS(SINE / 12) , 0) *
ANGLES(RAD(0), RAD(-75), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 /
Animation_Speed)
elseif TORSOVELOCITY > 1 and Equipped == false and HITFLOOR ~= nil then
ANIM = "Walk"
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.1) * ANGLES(RAD(5), RAD(0),
RAD(0)), 0.15 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(5 - 8 *
SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0)), 0.15 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0.03) * ANGLES(RAD(60 *
COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(5))* RIGHTSHOULDERC0, 0.25 /
Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-60 *
COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(-5)) * LEFTSHOULDERC0, 0.35 /
Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1 , -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) *
ANGLES(RAD(0), RAD(0), RAD(-15)), 2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) *
ANGLES(RAD(0), RAD(0), RAD(15)), 2 / Animation_Speed)
elseif TORSOVELOCITY > 1 and Equipped == true and HITFLOOR ~= nil then
ANIM = "Walk"
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.1) * ANGLES(RAD(5), RAD(0),
RAD(0)), 0.15 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(5 - 8 *
SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0)), 0.15 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -0.03) * ANGLES(RAD(180),
RAD(-15), RAD(0))* RIGHTSHOULDERC0, 0.15 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-60 *
COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(-5)) * LEFTSHOULDERC0, 0.35 /
Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1 , -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) *
ANGLES(RAD(0), RAD(0), RAD(-15)), 2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) *
ANGLES(RAD(0), RAD(0), RAD(15)), 2 / Animation_Speed)
end
end
unanchor()

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