Run it
Copy the script and paste it into your executor.
Players = :()
RunService = :()
UserInputService = :()
TweenService = :()
Lighting = :()
player = Players.LocalPlayer
camera = .CurrentCamera
FOV =
LOOK_SPEED =
SMOOTHING =
JITTER_INTENSITY =
JITTER_SPEED =
yaw =
pitch =
smoothYaw =
smoothPitch =
lastYaw =
lastPitch =
bob =
rotatingTouch =
renderConnection
lastMoveState =
isDead =
deathCamCFrame =
blurEffect = Lighting:() .()
blurEffect.Name =
blurEffect.Size =
blurEffect.Parent = Lighting
bloomEffect = Lighting:() .()
bloomEffect.Name =
bloomEffect.Intensity =
bloomEffect.Size =
bloomEffect.Threshold =
bloomEffect.Parent = Lighting
colorCorrection = Lighting:() .()
colorCorrection.Name =
colorCorrection.Saturation =
colorCorrection.Parent = Lighting
()
pGui = player:()
oldUI = pGui:()
oldUI oldUI:()
screenGui = .()
screenGui.Name =
screenGui.ResetOnSpawn =
background = .()
background.Size = .(, , , )
background.BackgroundColor3 = .(, , )
background.BackgroundTransparency =
background.Parent = screenGui
uigradient = .()
uigradient.Color = ColorSequence.(.(,,))
uigradient.Transparency = NumberSequence.({
NumberSequenceKeypoint.(, ),
NumberSequenceKeypoint.(, )
})
textLabel = .()
textLabel.Size = .(, , , )
textLabel.BackgroundTransparency =
textLabel.Text =
textLabel.TextColor3 = .(, , )
textLabel.Font = .Font.SpecialElite .Font.SourceSansBold
textLabel.TextSize =
textLabel.TextTransparency =
textLabel.Parent = screenGui
screenGui.Parent = pGui
screenGui, background, textLabel
(character)
.()
isDead =
deathCamCFrame =
colorCorrection.Saturation =
inputBeganConnection inputBeganConnection:()
inputChangedConnection inputChangedConnection:()
inputEndedConnection inputEndedConnection:()
diedConnection diedConnection:()
humanoid = character:()
root = character:()
head = character:()
repairing =
.(, ()
character.Parent isDead
player.CameraMode = .CameraMode.LockFirstPerson
camera.CameraType = .CameraType.Scriptable
camera.FieldOfView = FOV
)
camera:():(()
repairing isDead
camera.CameraType ~= .CameraType.Scriptable
repairing =
.(, ()
character.Parent isDead
player.CameraMode = .CameraMode.LockFirstPerson
camera.CameraType = .CameraType.Scriptable
camera.FieldOfView = FOV
repairing =
)
)
player.CameraMode = .CameraMode.LockFirstPerson
camera.CameraType = .CameraType.Scriptable
camera.FieldOfView = FOV
humanoid.AutoRotate =
diedConnection = humanoid.Died:(()
isDead =
lastCamCFrame = camera.CFrame
deathCamCFrame = .(lastCamCFrame.Position - .(, , )) * .(, , .())
ui, bg, label = ()
TweenService:(colorCorrection, TweenInfo.(, .EasingStyle.Quad, .EasingDirection.Out), {Saturation = -}):()
TweenService:(blurEffect, TweenInfo.(), {Size = }):()
TweenService:(bg, TweenInfo.(), {BackgroundTransparency = }):()
TweenService:(label, TweenInfo.(, .EasingStyle.Sine, .EasingDirection.In), {TextTransparency = }):()
respawnConn
respawnConn = player.CharacterAdded:(()
TweenService:(colorCorrection, TweenInfo.(), {Saturation = }):()
TweenService:(blurEffect, TweenInfo.(), {Size = }):()
TweenService:(bg, TweenInfo.(), {BackgroundTransparency = }):()
TweenService:(label, TweenInfo.(), {TextTransparency = }):()
.(, () ui:() )
respawnConn:()
)
)
inputBeganConnection = UserInputService.InputBegan:((input, processed)
isDead
input.UserInputType == .UserInputType.Touch processed
input.Position.X > camera.ViewportSize.X *
rotatingTouch = input
)
inputChangedConnection = UserInputService.InputChanged:((input)
isDead
delta = .(input.Delta.X, input.Delta.Y)
input.UserInputType == .UserInputType.MouseMovement
yaw -= delta.X * LOOK_SPEED
pitch -= delta.Y * LOOK_SPEED
input.UserInputType == .UserInputType.Touch
input == rotatingTouch
yaw -= delta.X * LOOK_SPEED
pitch -= delta.Y * LOOK_SPEED
pitch = .(pitch, -, )
)
inputEndedConnection = UserInputService.InputEnded:((input)
input == rotatingTouch
rotatingTouch =
)
()
_, obj (character:())
isInTool = obj:() ~=
obj:()
n = obj.Name
visible =
n == n ==
n == n ==
n == n ==
n == n ==
n == n ==
n == n ==
n == n ==
n == n ==
n == n == n ==
obj.LocalTransparencyModifier = (isInTool visible)
obj:() obj:() obj:()
parentPart = obj.Parent
parentPart parentPart:()
keepEffect =
isInTool
parentPart.Name == parentPart.Name ==
parentPart.Name == parentPart.Name ==
parentPart.Name == parentPart.Name ==
parentPart.Name == parentPart.Name ==
parentPart.Name == parentPart.Name ==
parentPart.Name == parentPart.Name ==
parentPart.Name == parentPart.Name ==
parentPart.Name == parentPart.Name ==
parentPart.Name == parentPart.Name == parentPart.Name ==
obj.Enabled = keepEffect
_, acc (character:())
acc:()
accType = acc.AccessoryType
shouldHide =
accType == .AccessoryType.Hair
accType == .AccessoryType.Hat
accType == .AccessoryType.Face
accType == .AccessoryType.Neck
_, obj (acc:())
obj:()
obj.LocalTransparencyModifier = shouldHide
head.LocalTransparencyModifier =
head:()
_, face (head:())
face:() face.Transparency =
renderConnection
renderConnection:()
renderConnection = RunService.RenderStepped:((dt)
character.Parent
()
isDead deathCamCFrame
camera.CFrame = camera.CFrame:(deathCamCFrame, dt * )
camera.FieldOfView = FOV
isMoving = humanoid.MoveDirection.Magnitude >
isMoving ~= lastMoveState
lastMoveState = isMoving
isMoving
UserInputService.MouseBehavior = .MouseBehavior.LockCenter
UserInputService.MouseBehavior = .MouseBehavior.Default
isMoving
_, cameraYaw, _ = camera.CFrame:()
root.CFrame = .(root.Position) * .(, cameraYaw, )
bob += dt *
bob =
bobOffset = .(bob) *
smoothYaw = smoothYaw + (yaw - smoothYaw) * SMOOTHING
smoothPitch = smoothPitch + (pitch - smoothPitch) * SMOOTHING
yawDelta = .(smoothYaw - lastYaw)
pitchDelta = .(smoothPitch - lastPitch)
totalDelta = (yawDelta + pitchDelta) / dt
blurEffect.Size = .(totalDelta * , , )
lastYaw = smoothYaw
lastPitch = smoothPitch
currentTime = .() * JITTER_SPEED
jitterX = .(currentTime, , ) * JITTER_INTENSITY
jitterY = .(, currentTime, ) * JITTER_INTENSITY
jitterZ = .(, , currentTime) * JITTER_INTENSITY
jitterCFrame = .(jitterX, jitterY, jitterZ)
camPos = head.CFrame.Position + .(, bobOffset, )
camRot = .(, smoothYaw, ) * .(smoothPitch, , )
camera.CFrame = .(camPos) * camRot * jitterCFrame
camera.FieldOfView = FOV
)
player.Character
(player.Character)
player.CharacterAdded:(setupCharacter)
Idk what to put here :p

Universal