Run it
Copy the script and paste it into your executor.
UserInputService = :()
LocalPlayer = .Players.LocalPlayer
moveSpeed =
yOffset =
zigzagAmplitude =
zigzagFrequency =
verticalMoveSpeed =
isMoving =
moveCoroutine =
(character, startY, targetY, speed)
currentCFrame = character:()
currentPos = currentCFrame.Position
distance = .(targetY - startY)
travelTime = distance / speed
startTime = ()
() - startTime < travelTime
isMoving
alpha = (() - startTime) / travelTime
newY = startY + (targetY - startY) * alpha
newPos = .(currentPos.X, newY, currentPos.Z)
character:(.(newPos))
.()
character:(.(currentPos.X, targetY, currentPos.Z))
(character, startPos, endPos, speed)
distance = (endPos - startPos).Magnitude
travelTime = distance / speed
startTime = ()
() - startTime < travelTime
isMoving
alpha = (() - startTime) / travelTime
interpPos = startPos:(endPos, alpha)
character:(.(interpPos))
.()
character:(.(endPos))
isMoving =
()
character = LocalPlayer.Character LocalPlayer.CharacterAdded:()
plotsFolder = .Workspace:()
plotsFolder
plots = plotsFolder:()
plots
plotChildren = plots:()
i = , #plotChildren
v = plotChildren[i]
v:() v:() v.Avatar:() v.Avatar.Info:() v.Avatar.Info.ImageLabel.Image:(LocalPlayer.UserId)
lockObj = v:()
lockObj lockObj:()
targetPart = lockObj:()
targetPos = targetPart.Position
currentCFrame = character:()
startPos = currentCFrame.Position
(, targetPart, , targetPart.CanCollide)
ascended = (character, startPos.Y, startPos.Y + yOffset, verticalMoveSpeed)
ascended
elevatedStartPos = .(startPos.X, startPos.Y + yOffset, startPos.Z)
elevatedTargetPos = .(targetPos.X, targetPos.Y + yOffset, targetPos.Z)
()
directMoved = (character, elevatedStartPos, elevatedTargetPos, moveSpeed)
directMoved
finalPos = character:().Position
(character, finalPos.Y, finalPos.Y - yOffset, verticalMoveSpeed)
()
isMoving
isMoving =
isMoving =
moveCoroutine = .(startDirectMove)
.(moveCoroutine)
UserInputService.InputBegan:((input, gameProcessed)
gameProcessed
input.KeyCode == .KeyCode.Q
()
)When Press Q go to the Base! This only PC.