Run it
Copy the script and paste it into your executor.
Players = :()
LocalPlayer = Players.LocalPlayer
Char2 = LocalPlayer.Character LocalPlayer.CharacterAdded:()
h = Char2:() Char2:()
h.RigType ~= .HumanoidRigType.R6
LocalPlayer.Character:()
LocalPlayer.Character=
.() LocalPlayer.Character
Char = LocalPlayer.Character
.()
LocalPlayer.Character:()
LocalPlayer.CharacterAdded:((c)
Char = c
(parent, childName)
child = parent:(childName)
child child
child = parent.ChildAdded:()
child.Name == childName child
(Char, ).Disabled =
.()
Players = :()
LocalPlayer = Players.LocalPlayer
Figure = LocalPlayer.Character LocalPlayer.CharacterAdded:()
Torso = (Figure, )
RightShoulder = (Torso, )
LeftShoulder = (Torso, )
RightHip = (Torso, )
LeftHip = (Torso, )
Neck = (Torso, )
Humanoid = (Figure, )
pose =
toolAnim =
toolAnimTime =
jumpMaxLimbVelocity =
(speed)
speed>
pose =
pose =
()
pose =
()
pose =
()
pose =
()
pose =
()
pose =
()
pose =
()
pose =
()
pose =
(speed)
speed>
pose =
pose =
()
RightShoulder.MaxVelocity =
LeftShoulder.MaxVelocity =
RightShoulder:()
LeftShoulder:(-)
RightHip:()
LeftHip:()
()
RightShoulder.MaxVelocity =
LeftShoulder.MaxVelocity =
RightShoulder:()
LeftShoulder:(-)
RightHip:()
LeftHip:()
()
RightShoulder.MaxVelocity =
LeftShoulder.MaxVelocity =
RightShoulder:( /)
LeftShoulder:(- /)
RightHip:( /)
LeftHip:(- /)
()
_, kid (Figure:())
kid.className == kid
(tool)
_, c (tool:())
c.Name == c.className ==
c
()
(toolAnim == )
RightShoulder:()
(toolAnim == )
RightShoulder.MaxVelocity =
RightShoulder:()
(toolAnim == )
RightShoulder.MaxVelocity =
LeftShoulder.MaxVelocity =
RightHip.MaxVelocity =
LeftHip.MaxVelocity =
RightShoulder:()
LeftShoulder:()
RightHip:()
LeftHip:()
(time)
amplitude
frequency
(pose == )
()
(pose == )
()
(pose == )
()
climbFudge =
(pose == )
RightShoulder.MaxVelocity =
LeftShoulder.MaxVelocity =
amplitude =
frequency =
(pose == )
RightShoulder.MaxVelocity =
LeftShoulder.MaxVelocity =
amplitude =
frequency =
climbFudge =
amplitude =
frequency =
desiredAngle = amplitude * .(time*frequency)
RightShoulder:(desiredAngle + climbFudge)
LeftShoulder:(desiredAngle - climbFudge)
RightHip:(-desiredAngle)
LeftHip:(-desiredAngle)
tool = ()
tool
animStringValueObject = (tool)
animStringValueObject
toolAnim = animStringValueObject.Value
animStringValueObject.Parent =
toolAnimTime = time +
time > toolAnimTime
toolAnimTime =
toolAnim =
()
toolAnim =
toolAnimTime =
Humanoid.Died:(onDied)
Humanoid.Running:(onRunning)
Humanoid.Jumping:(onJumping)
Humanoid.Climbing:(onClimbing)
Humanoid.GettingUp:(onGettingUp)
Humanoid.FreeFalling:(onFreeFall)
Humanoid.FallingDown:(onFallingDown)
Humanoid.Seated:(onSeated)
Humanoid.PlatformStanding:(onPlatformStanding)
Humanoid.Swimming:(onSwimming)
runService = :();
Figure.Parent~=
_, time = ()
(time)
)You dont have to rexecute after death, And it's also (kinda) accurate