Run it
Copy the script and paste it into your executor.
p = .Players.LocalPlayer
c = p.Character p.CharacterAdded:()
h = c:()
r = c:()
() c:() (c:() c:())
torso = c:() c:()
head = c.Head
c:() c.Animate:()
tool = .()
tool.Name =
tool.RequiresHandle =
tool.Parent = p.Backpack
gui = .(, p.PlayerGui)
gui.ResetOnSpawn =
txt = .(, gui)
txt.Size = .(, , , )
txt.Position = .(, -, , )
txt.BackgroundTransparency =
txt.TextColor3 = .(, , )
txt.TextStrokeColor3 = .(, , )
txt.TextStrokeTransparency =
txt.TextScaled =
txt.Font = .Font.GothamBold
txt.Text =
animState =
barrelRolling =
barrelStart =
neck = head:() torso:()
waist = torso:() r:()
originalNeckC0 = neck neck.C0 .()
originalWaistC0 = waist waist.C0 .()
h.StateChanged:((_, new)
new == .HumanoidStateType.Jumping barrelRolling
barrelRolling =
animState =
barrelStart = ()
txt.Text =
(()
()
txt.Text =
barrelRolling =
animState =
)
)
:().RenderStepped:(()
neck waist
time = ()
moving = h.MoveDirection.Magnitude >
barrelRolling
animState = moving
animState ==
neck.C0 = originalNeckC0 * .(, time*, .(time*)*)
animState ==
wave = .(time*)
neck.C0 = originalNeckC0 * .(, , wave*) * .(, .(wave)*, )
waist.C0 = originalWaistC0 * .(, , -wave*)
animState ==
roll = (time - barrelStart) *
waist.C0 = originalWaistC0 * .(, , roll)
neck.C0 = originalNeckC0 * .(, , roll*)
)
()
plrs = {}
_, v (.Players:())
v ~= p v.Character v.Character:()
.(plrs, v)
#plrs > plrs[.(#plrs)]
(victimChar)
vr = victimChar:()
vh = victimChar:()
vr vh
vh:(.HumanoidStateType.FallingDown)
vr.AssemblyLinearVelocity = r.CFrame.LookVector * + .(, , )
vr.AssemblyAngularVelocity = .(, , )
tool.Activated:(()
target = ()
target
tr = target.Character.HumanoidRootPart
h:(.HumanoidStateType.Running, )
i = ,
alpha = i /
targetPos = tr.Position + .(, , )
newPos = r.Position:(targetPos, alpha)
lookCFrame = .(newPos, tr.Position)
r.CFrame = lookCFrame * .(.(- * alpha), , )
()
(target.Character)
()
h:(.HumanoidStateType.Running, )
r.CFrame = .(r.Position, r.Position + r.CFrame.LookVector)
animState =
)
()
()