Run it
Copy the script and paste it into your executor.
settings = {
updatedelay = ,
highlight =
}
Players = :()
RunService = :()
player = Players.LocalPlayer
hea = .()
()
starterg = :()
starterg:(, {
Title = ,
Icon = ,
Text = ,
Duration = ,
Button1 = ,
})
()
char = player.Character player.CharacterAdded:()
Head = char:()
Torso = char:()
LARM = char:()
RARM = char:()
LLEG = char:()
RLEG = char:()
highligh = .()
hrp = char:()
hrp.Transparency =
Head.Transparency =
Torso.Transparency =
LARM.Transparency =
RARM.Transparency =
LLEG.Transparency =
RLEG.Transparency =
highligh.Parent = hrp
settings.highlight ==
highligh.Enabled =
highligh.Enabled =
highligh.FillTransparency =
highligh.OutlineTransparency =
highligh.OutlineColor = .(, , )
_, v (Head:())
v:()
v:()
_, v (char:())
v:()
v:()
hea.Name =
hea.CanTouch =
hea.Anchored =
hea.AudioCanCollide =
hea.CanQuery =
hea.Massless =
hea.CanCollide =
hea.Size = .(, , )
hea.TopSurface = .SurfaceType.Smooth
hea.Color = .(, , )
hea.CFrame = .(.(-, , -))
hea.PivotOffset = .(.yAxis * -)
mesh = .()
mesh.Scale = .one *
mesh.Parent = hea
face = .()
face.Name =
face.Texture =
face.Parent = hea
hat = .()
hat.Name =
hat.C0 = .(.(, , -))
hat.Parent = hea
hat_2 = :():(, .CollisionFidelity.Default, .RenderFidelity.Automatic)
hat_2.TextureID =
hat_2.Name =
hat_2.CanQuery =
hat_2.CanTouch =
hat_2.Locked =
hat_2.AudioCanCollide =
hat_2.CanCollide =
hat_2.Massless =
hat_2.Size = .(, , )
hat_2.CFrame = .(.(-, , -))
hat_2.Parent = hea
tor = :():(, .CollisionFidelity.Default, .RenderFidelity.Automatic)
tor.TextureID =
tor.Name =
tor.CanCollide =
tor.Anchored =
tor.Massless =
tor.Size = .(, , )
tor.CFrame = .(.(-, , -))
rightL = :():(, .CollisionFidelity.Default, .RenderFidelity.Automatic)
rightL.Name =
rightL.Anchored =
rightL.Massless =
rightL.CanCollide =
rightL.Size = .(, , )
rightL.Material = .Material.SmoothPlastic
rightL.Color = .(, , )
rightL.CFrame = .(.(-, , -))
rightA = :():(, .CollisionFidelity.Default, .RenderFidelity.Automatic)
rightA.TextureID =
rightA.Name =
rightA.CanCollide =
rightA.Anchored =
rightA.Massless =
rightA.Size = .(, , )
rightA.CFrame = .(.(-, , -))
leftL = :():(, .CollisionFidelity.Default, .RenderFidelity.Automatic)
leftL.Name =
leftL.Anchored =
leftL.Massless =
leftL.CanCollide =
leftL.Size = .(, , )
leftL.Material = .Material.SmoothPlastic
leftL.Color = .(, , )
leftL.CFrame = .(.(-, , -))
leftA = :():(, .CollisionFidelity.Default, .RenderFidelity.Automatic)
leftA.TextureID =
leftA.Name =
leftA.CanCollide =
leftA.Anchored =
leftA.Massless =
leftA.Size = .(, , )
leftA.CFrame = .(.(-, , -))
hat.Part1 = hat_2
hat.Part0 = hea
head = hea
torso = tor
rightLeg = rightL
leftLeg = leftL
rightArm = rightA
leftArm = leftA
_, part ({head, torso, rightLeg, leftLeg, rightArm, leftArm})
part.Parent =
(character)
parts = {}
parts.rightLeg = character:() character:()
parts.leftLeg = character:() character:()
parts.rightArm = character:() character:()
parts.leftArm = character:() character:()
parts.head = character:()
parts.torso = character:() character:() character:()
parts
()
{
rightLeg = rightLeg,
leftLeg = leftLeg,
rightArm = rightArm,
leftArm = leftArm,
head = head,
torso = torso
}
(realParts, fakeParts)
realParts.rightLeg fakeParts.rightLeg fakeParts.rightLeg.Parent
fakeParts.rightLeg.CFrame = realParts.rightLeg.CFrame
realParts.leftLeg fakeParts.leftLeg fakeParts.leftLeg.Parent
fakeParts.leftLeg.CFrame = realParts.leftLeg.CFrame
realParts.rightArm fakeParts.rightArm fakeParts.rightArm.Parent
fakeParts.rightArm.CFrame = realParts.rightArm.CFrame
realParts.leftArm fakeParts.leftArm fakeParts.leftArm.Parent
fakeParts.leftArm.CFrame = realParts.leftArm.CFrame
realParts.head fakeParts.head fakeParts.head.Parent
fakeParts.head.CFrame = realParts.head.CFrame
realParts.torso fakeParts.torso fakeParts.torso.Parent
fakeParts.torso.CFrame = realParts.torso.CFrame
activeConnections = {}
(character)
activeConnections[character]
_, connection (activeConnections[character])
connection:()
activeConnections[character] = {}
realParts = (character)
fakeParts = ()
(realParts, fakeParts)
lastUpdateTime =
updateDelay = settings.updatedelay
renderConnection = RunService.RenderStepped:((deltaTime)
character character.Parent
lastUpdateTime = lastUpdateTime + deltaTime
lastUpdateTime >= updateDelay
(realParts, fakeParts)
lastUpdateTime =
hea:()
tor:()
rightA:()
leftA:()
rightL:()
leftL:()
hat_2:()
hat:()
highligh:()
)
.(activeConnections[character], renderConnection)
character = player.Character player.CharacterAdded:()
(character)
player.CharacterAdded:((newCharacter)
(newCharacter)
)
player.CharacterRemoving:((removingCharacter)
hea:()
tor:()
rightA:()
leftA:()
rightL:()
leftL:()
hat_2:()
hat:()
highligh:()
)
character.Humanoid.Died:(()
hea:()
tor:()
rightA:()
leftA:()
rightL:()
leftL:()
hat_2:()
hat:()
highligh:()
)
Just replace char

Universal