Run it
Copy the script and paste it into your executor.
().Time =
().Head = {
,
,
}
().Torso = {
}
().Headless =
Players = :()
RunService = :()
player = Players.LocalPlayer
activeAccessories = {}
headlessConnection =
isHeadlessActive =
(part0, part1, c0, c1)
_, child (part1:())
child:() child:() child.Name ==
child:()
weld = .()
weld.Name =
weld.Part0 = part0
weld.Part1 = part1
weld.C0 = c0
weld.C1 = c1
weld.Parent = part0
weld
(rootPart, name)
rootPart
_, descendant (rootPart:())
descendant:() descendant.Name == name
descendant
(assetId)
success, result = (()
:( .. (assetId))
)
success result #result >
result[]
(accessoryId, parentPart, character)
parentPart parentPart.Parent
accessoryKey = (accessoryId) .. .. parentPart.Name
activeAccessories[accessoryKey]
activeAccessories[accessoryKey]:()
accessory = (accessoryId)
accessory
accessory.Name = accessory.Name ..
accessory.Parent =
handle = accessory:()
handle
accessory:()
handle:()
accessory:()
attachment = handle:()
attachment
parentAttachment = (parentPart, attachment.Name)
parentAttachment
(parentPart, handle, parentAttachment.CFrame, attachment.CFrame)
(parentPart, handle, .(, , ), attachment.CFrame)
attachmentPoint = accessory:()
c1 = attachmentPoint attachmentPoint.CFrame .()
offset = parentPart.Name == .(, , ) .(, , )
(parentPart, handle, offset, c1)
handle.CanCollide =
accessory.Parent = character
activeAccessories[accessoryKey] = accessory
accessory.AncestryChanged:((_, parent)
parent == character character.Parent
.(, ()
character character.Parent
accessory.Parent = character
)
)
(head)
head.Transparency =
_, child (head:())
child:() child.Name ==
child.Transparency =
headMesh = head:() head:()
headMesh
headMesh.Scale = .(, , )
(head)
head.Transparency =
_, child (head:())
child:() child.Name ==
child.Transparency =
headMesh = head:() head:()
headMesh
headMesh.Scale = .(, , )
(character)
key, accessory (activeAccessories)
key:()
accessory accessory.Parent
accessory:()
activeAccessories[key] =
(character)
headlessConnection
headlessConnection:()
headlessConnection =
head = character:(, )
head
().Headless ==
isHeadlessActive =
(head)
headAccessory = ()
headAccessory
headAccessory.Name =
headAccessory.Parent =
handle = headAccessory:()
handle
handle.CanCollide =
handle.Transparency =
handle.Size = .(, , )
mesh = handle:() handle:()
mesh
mesh.Scale = .(, , )
(head, handle, .(, , ), .())
headAccessory.Parent = character
activeAccessories[ .. character.Name] = headAccessory
headAccessory:()
headlessConnection = RunService.Heartbeat:(()
isHeadlessActive
character character.Parent head head.Parent
head.Transparency ~=
(head)
_, child (head:())
(child:() child.Name == ) child.Transparency ~=
child.Transparency =
headlessConnection:()
headlessConnection =
)
isHeadlessActive =
(head)
(character)
(character)
activeAccessories = {}
headlessConnection
headlessConnection:()
headlessConnection =
head, torso
waited =
maxWait =
.()
waited = waited +
head = character:()
torso = character:() character:()
(head torso) waited >= maxWait
head
.(().Time)
(character)
_, accessoryId (().Head)
accessoryId accessoryId ~=
.(()
(accessoryId, head, character)
)
_, accessoryId (().Torso)
accessoryId accessoryId ~=
.(()
(accessoryId, torso, character)
)
player.CharacterAdded:(onCharacterAdded)
player.Character
.(()
(player.Character)
)
player.CharacterRemoving:(()
headlessConnection
headlessConnection:()
headlessConnection =
key, accessory (activeAccessories)
accessory accessory.Parent
accessory:()
activeAccessories = {}
)VISSSSSSUUUAAAAALLLLL DON'T ASK Recommend auto execute if you plan to use #larp If headless boolean is set to true and you set to false respawn after execution on false reset again if you set it back to true Changes I made: added headless boolean false/true fixed a bug where when respawning sometimes or morphing deleted it Original post: https://scriptblox.com/script/Universal-Script-Free-limiteds-check-desc-17120

Universal