
Key Required VerifiedUniversal
![Flip [R6]](/brand/kocakz-logo.png)
player = game.Players.LocalPlayer
local Dive = Instance.new("HopperBin", player.Backpack)
Dive.Name = "Dive"
local debounce = false
function _restoreproperties()
Holder = player.Character
Torso = Holder:FindFirstChild("Torso")
RightS = Torso:FindFirstChild("Right Shoulder")
LeftS = Torso:FindFirstChild("Left Shoulder")
RightH = Torso:FindFirstChild("Right Hip")
LeftH = Torso:FindFirstChild("Left Hip")
RightS.MaxVelocity = .15
LeftS.MaxVelocity = .15
RightH.MaxVelocity = .1
LeftH.MaxVelocity = .1
RightS.DesiredAngle = 0
LeftS.DesiredAngle = 0
LeftH.DesiredAngle = 0
RightH.DesiredAngle = 0
end
function ManageAnimation(value)
Holder = player.Character
Player = player
if value == "no anim" then
Anim = Holder:FindFirstChild("Animate")
if Anim ~= nil then
Anim.Disabled = true
Anim.Parent = Player
end
elseif value == "re-anim" then
Anim = Player:FindFirstChild("Animate")
if Anim ~= nil then
Anim.Disabled = false
Anim.Parent = Holder
end
end
end
function Down(ml)
for i = 1, ml.velocity.y / 3 do
ml.velocity = ml.velocity + Vector3.new(0, -4.25, 0)
wait()
end
ml:Remove()
end
function Flip()
if debounce == true then
return
end
debounce = true
Char = player.Character
Human = Char.Humanoid
Torso = Char.Torso
CF = Torso.CFrame
Human.PlatformStand = true
VelUp = Instance.new("BodyVelocity")
VelUp.velocity = Vector3.new(0, 45, 0) + Torso.CFrame.lookVector * 30 --Middle (0,0,0). Change for height.
VelUp.P = VelUp.P * 2
VelUp.maxForce = Vector3.new(10000, 10000, 10000) * 999
VelUp.Parent = Torso
coroutine.resume(coroutine.create(Down), VelUp)
Gyro = Instance.new("BodyGyro")
Gyro.P = Gyro.P * 10
Gyro.maxTorque = Vector3.new(100000, 100000, 100000) * 999
Gyro.cframe = CF
Gyro.Parent = Torso
for i = 1, 3 do --The amount of time your guy flips.
Gyro.cframe = Gyro.cframe * CFrame.fromEulerAnglesXYZ(math.pi / -7, 0, 0) --The amount of flips. 1 = -16, 2 = -8
wait()
end
for i = 1, 6 do --The amount of time your guy flips.
Gyro.cframe = Gyro.cframe * CFrame.fromEulerAnglesXYZ(math.pi / -40, 0, 0) --The amount of flips. 1 = -16, 2 = -8
wait()
end
wait(0.2)
for i = 1, 10 do --The amount of time your guy flips.
Gyro.cframe = Gyro.cframe * CFrame.fromEulerAnglesXYZ(math.pi / -7, 0, 0) --The amount of flips. 1 = -16, 2 = -8
wait()
end
Gyro.cframe = CF
wait()
Gyro:Remove()
Human.PlatformStand = false
_restoreproperties()
debounce = false
end
function onActive(mouse)
player = game.Players.LocalPlayer
if player == nil then
return
end
mouse.Button1Down:connect(
function()
Flip()
end
)
end
Dive.Selected:connect(onActive)
game.Players.LocalPlayer.CharacterAdded:Connect(
function(character)
character:WaitForChild("HumanoidRootPart")
local Dive = Instance.new("HopperBin", player.Backpack)
Dive.Name = "Dive"
local debounce = false
function _restoreproperties()
Holder = player.Character
Torso = Holder:FindFirstChild("Torso")
RightS = Torso:FindFirstChild("Right Shoulder")
LeftS = Torso:FindFirstChild("Left Shoulder")
RightH = Torso:FindFirstChild("Right Hip")
LeftH = Torso:FindFirstChild("Left Hip")
RightS.MaxVelocity = .15
LeftS.MaxVelocity = .15
RightH.MaxVelocity = .1
LeftH.MaxVelocity = .1
RightS.DesiredAngle = 0
LeftS.DesiredAngle = 0
LeftH.DesiredAngle = 0
RightH.DesiredAngle = 0
end
function ManageAnimation(value)
Holder = player.Character
Player = player
if value == "no anim" then
Anim = Holder:FindFirstChild("Animate")
if Anim ~= nil then
Anim.Disabled = true
Anim.Parent = Player
end
elseif value == "re-anim" then
Anim = Player:FindFirstChild("Animate")
if Anim ~= nil then
Anim.Disabled = false
Anim.Parent = Holder
end
end
end
function Down(ml)
for i = 1, ml.velocity.y / 3 do
ml.velocity = ml.velocity + Vector3.new(0, -4.25, 0)
wait()
end
ml:Remove()
end
function Flip()
if debounce == true then
return
end
debounce = true
Char = player.Character
Human = Char.Humanoid
Torso = Char.Torso
CF = Torso.CFrame
Human.PlatformStand = true
VelUp = Instance.new("BodyVelocity")
VelUp.velocity = Vector3.new(0, 45, 0) + Torso.CFrame.lookVector * 30 --Middle (0,0,0). Change for height.
VelUp.P = VelUp.P * 2
VelUp.maxForce = Vector3.new(10000, 10000, 10000) * 999
VelUp.Parent = Torso
coroutine.resume(coroutine.create(Down), VelUp)
Gyro = Instance.new("BodyGyro")
Gyro.P = Gyro.P * 10
Gyro.maxTorque = Vector3.new(100000, 100000, 100000) * 999
Gyro.cframe = CF
Gyro.Parent = Torso
for i = 1, 3 do --The amount of time your guy flips.
Gyro.cframe = Gyro.cframe * CFrame.fromEulerAnglesXYZ(math.pi / -7, 0, 0) --The amount of flips. 1 = -16, 2 = -8
wait()
end
for i = 1, 6 do --The amount of time your guy flips.
Gyro.cframe = Gyro.cframe * CFrame.fromEulerAnglesXYZ(math.pi / -40, 0, 0) --The amount of flips. 1 = -16, 2 = -8
wait()
end
wait(0.2)
for i = 1, 10 do --The amount of time your guy flips.
Gyro.cframe = Gyro.cframe * CFrame.fromEulerAnglesXYZ(math.pi / -7, 0, 0) --The amount of flips. 1 = -16, 2 = -8
wait()
end
Gyro.cframe = CF
wait()
Gyro:Remove()
Human.PlatformStand = false
_restoreproperties()
debounce = false
end
function onActive(mouse)
player = game.Players.LocalPlayer
if player == nil then
return
end
mouse.Button1Down:connect(
function()
Flip()
end
)
end
Dive.Selected:connect(onActive)
end
)No comments yet for this script.



