Jb_4mongUs V2
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Jb_4mongUs V2

Just a baseplate.GotbrekingrulestreakGotbrekingrulestreak 14.7K views 84 executesUpdated Jun 10, 2024
5.0/ 5(1 votes)
10100% Positive
Lua Script•930 lines (33378 chars)
local netboost = 1000 --velocity 
--netboost usage: 
--set to false to disable
--set to a vector3 value if you dont want the velocity to change
--set to a number to change the velocity in real time with magnitude equal to the number
local idleMag = 0.005 --used only in case netboost is set to a number value
--if magnitude of the real velocity of a part is lower than this
--then the fake velocity is being set to Vector3.new(0, netboost, 0)
--the lower value the less you jitter but you might loose network ownership
local simradius = "shp" --simulation radius (net bypass) method
--"shp" - sethiddenproperty
--"ssr" - setsimulationradius
--false - disable
local antiragdoll = true --removes hingeConstraints and ballSocketConstraints from your character
local newanimate = false --disables the animate script and enables after reanimation
local discharscripts = true --disables all localScripts parented to your character before reanimation
local R15toR6 = true --tries to convert your character to r6 if its r15
local addtools = false --puts all tools from backpack to character and lets you hold them after reanimation
local loadtime = game:GetService("Players").RespawnTime + 0.5 --anti respawn delay
local method = 3 --reanimation method
--methods:
--0 - breakJoints (takes [loadtime] seconds to laod)
--1 - limbs
--2 - limbs + anti respawn
--3 - limbs + breakJoints after [loadtime] seconds
--4 - remove humanoid + breakJoints
--5 - remove humanoid + limbs
local alignmode = 2 --AlignPosition mode
--modes:
--1 - AlignPosition rigidity enabled true
--2 - 2 AlignPositions rigidity enabled both true and false
--3 - AlignPosition rigidity enabled false
local hedafterneck = true --disable aligns for head and enable after neck is removed

local lp = game:GetService("Players").LocalPlayer
local rs = game:GetService("RunService")
local stepped = rs.Stepped
local heartbeat = rs.Heartbeat
local renderstepped = rs.RenderStepped
local sg = game:GetService("StarterGui")
local ws = game:GetService("Workspace")
local cf = CFrame.new
local v3 = Vector3.new
local v3_0 = v3(0, 0, 0)
local inf = math.huge

local c = lp.Character

if not (c and c.Parent) then
    return
end

for i, v in pairs(c:GetDescendants()) do
    if v:IsA("CharacterMesh") or v:IsA("SpecialMesh") then
        v:Destroy()
    end
end

c:GetPropertyChangedSignal("Parent"):Connect(function()
    if not (c and c.Parent) then
        c = nil
    end
end)

local function gp(parent, name, className)
	local ret = nil
	pcall(function()
		for i, v in pairs(parent:GetChildren()) do
			if (v.Name == name) and v:IsA(className) then
				ret = v
				break
			end
		end
	end)
	return ret
end

local function align(Part0, Part1)
	Part0.CustomPhysicalProperties = PhysicalProperties.new(0.0001, 0.0001, 0.0001, 0.0001, 0.0001)

	local att0 = Instance.new("Attachment", Part0)
	att0.Orientation = v3_0
	att0.Position = v3_0
	att0.Name = "att0_" .. Part0.Name
	local att1 = Instance.new("Attachment", Part1)
	att1.Orientation = v3_0
	att1.Position = v3_0
	att1.Name = "att1_" .. Part1.Name

	if (alignmode == 1) or (alignmode == 2) then
    	local ape = Instance.new("AlignPosition", att0)
    	ape.ApplyAtCenterOfMass = false
    	ape.MaxForce = inf
    	ape.MaxVelocity = inf
    	ape.ReactionForceEnabled = false
    	ape.Responsiveness = 200
    	ape.Attachment1 = att1
    	ape.Attachment0 = att0
    	ape.Name = "AlignPositionRtrue"
    	ape.RigidityEnabled = true
	end

	if (alignmode == 2) or (alignmode == 3) then
    	local apd = Instance.new("AlignPosition", att0)
    	apd.ApplyAtCenterOfMass = false
    	apd.MaxForce = inf
    	apd.MaxVelocity = inf
    	apd.ReactionForceEnabled = false
    	apd.Responsiveness = 200
    	apd.Attachment1 = att1
    	apd.Attachment0 = att0
    	apd.Name = "AlignPositionRfalse"
    	apd.RigidityEnabled = false
    end

	local ao = Instance.new("AlignOrientation", att0)
	ao.MaxAngularVelocity = inf
	ao.MaxTorque = inf
	ao.PrimaryAxisOnly = false
	ao.ReactionTorqueEnabled = false
	ao.Responsiveness = 200
	ao.Attachment1 = att1
	ao.Attachment0 = att0
	ao.RigidityEnabled = false

    if netboost then
        Part0:GetPropertyChangedSignal("Parent"):Connect(function()
            if not (Part0 and Part0.Parent) then
                Part0 = nil
            end
        end)
        spawn(function()
            if typeof(netboost) == "Vector3" then
    	        local vel = v3_0
    	        local rotvel = v3_0
            	while Part0 do
                    Part0.Velocity = vel
                    Part0.RotVelocity = rotvel
                    heartbeat:Wait()
                    if Part0 then
                        vel = Part0.Velocity
                        Part0.Velocity = netboost
                        Part0.RotVelocity = v3_0
                        stepped:Wait()
                    end
                end
        	elseif typeof(netboost) == "number" then
    	        local vel = v3_0
    	        local rotvel = v3_0
            	while Part0 do
                    Part0.Velocity = vel
                    Part0.RotVelocity = rotvel
                    heartbeat:Wait()
                    if Part0 then
                        local newvel = vel
                        local mag = newvel.Magnitude
                        if mag < idleMag then
                            newvel = v3(0, netboost, 0)
                        else
                            local multiplier = netboost / mag
                            newvel *= v3(multiplier,  multiplier, multiplier)
                        end
                        vel = Part0.Velocity
                        rotvel = Part0.RotVelocity
                        Part0.Velocity = newvel
                        Part0.RotVelocity = v3_0
                        stepped:Wait()
                    end
                end
        	end
        end)
    end
end

local function respawnrequest()
    local c = lp.Character
    local ccfr = ws.CurrentCamera.CFrame
	local fc = Instance.new("Model")
	local nh = Instance.new("Humanoid", fc)
	lp.Character = fc
	nh.Health = 0
	lp.Character = c
	fc:Destroy()
    local con = nil
    local function confunc()
        con:Disconnect()
        ws.CurrentCamera.CFrame = ccfr
    end
    con = renderstepped:Connect(confunc)
end

local destroyhum = (method == 4) or (method == 5)
local breakjoints = (method == 0) or (method == 4)
local antirespawn = (method == 0) or (method == 2) or (method == 3)

addtools = addtools and gp(lp, "Backpack", "Backpack")

if simradius == "shp" then
    local shp = sethiddenproperty or set_hidden_property or set_hidden_prop or sethiddenprop
    if shp then
        spawn(function()
            while c and heartbeat:Wait() do
                shp(lp, "SimulationRadius", inf)
            end
        end)
    end
elseif simradius == "ssr" then
    local ssr = setsimulationradius or set_simulation_radius or set_sim_radius or setsimradius or set_simulation_rad or setsimulationrad
    if ssr then
        spawn(function()
            while c and heartbeat:Wait() do
                ssr(inf)
            end
        end)
    end
end

antiragdoll = antiragdoll and function(v)
    if v:IsA("HingeConstraint") or v:IsA("BallSocketConstraint") then
        v.Parent = nil
    end
end

if antiragdoll then
    for i, v in pairs(c:GetDescendants()) do
        antiragdoll(v)
    end
    c.DescendantAdded:Connect(antiragdoll)
end

if antirespawn then
    respawnrequest()
end

if method == 0 then
	wait(loadtime)
	if not c then
	    return
	end
end

if discharscripts then
    for i, v in pairs(c:GetChildren()) do
        if v:IsA("LocalScript") then
            v.Disabled = true
        end
    end
elseif newanimate then
    local animate = gp(c, "Animate", "LocalScript")
    if animate and (not animate.Disabled) then
        animate.Disabled = true
    else
        newanimate = false
    end
end

local hum = c:FindFirstChildOfClass("Humanoid")
if hum then
    for i, v in pairs(hum:GetPlayingAnimationTracks()) do
	    v:Stop()
    end
end

if addtools then
    for i, v in pairs(addtools:GetChildren()) do
        if v:IsA("Tool") then
            v.Parent = c
        end
    end
end

pcall(function()
    settings().Physics.AllowSleep = false
    settings().Physics.PhysicsEnvironmentalThrottle = Enum.EnviromentalPhysicsThrottle.Disabled
end)

local OLDscripts = {}

for i, v in pairs(c:GetDescendants()) do
	if v.ClassName == "Script" then
		table.insert(OLDscripts, v)
	end
end

local scriptNames = {}

for i, v in pairs(c:GetDescendants()) do
	if v:IsA("BasePart") then
	    local newName = tostring(i)
	    local exists = true
	    while exists do
		    exists = false
		    for i, v in pairs(OLDscripts) do
		        if v.Name == newName then
		            exists = true
		        end
		    end
		    if exists then
		        newName = newName .. "_"    
		    end
	    end
        table.insert(scriptNames, newName)
		Instance.new("Script", v).Name = newName
	end
end

c.Archivable = true
local cl = c:Clone()
for i, v in pairs(cl:GetDescendants()) do
    pcall(function()
        v.Transparency = 1
        v.Anchored = false
    end)
end

local model = Instance.new("Model", c)
model.Name = model.ClassName

model:GetPropertyChangedSignal("Parent"):Connect(function()
    if not (model and model.Parent) then
        model = nil
    end
end)

for i, v in pairs(c:GetChildren()) do
	if v ~= model then
	    if destroyhum and v:IsA("Humanoid") then
	        v:Destroy()
	    else
	        if addtools and v:IsA("Tool") then
	            for i1, v1 in pairs(v:GetDescendants()) do
	                if v1 and v1.Parent and v1:IsA("BasePart") then
	                    local bv = Instance.new("BodyVelocity", v1)
	                    bv.Velocity = v3_0
	                    bv.MaxForce = v3(1000, 1000, 1000)
	                    bv.P = 1250
	                    bv.Name = "bv_" .. v.Name
	                end
	            end
	        end
		    v.Parent = model
	    end
	end
end
local head = gp(model, "Head", "BasePart")
local torso = gp(model, "Torso", "BasePart") or gp(model, "UpperTorso", "BasePart")
if breakjoints then
    model:BreakJoints()
else
    if head and torso then
        for i, v in pairs(model:GetDescendants()) do
            if v:IsA("Weld") or v:IsA("Snap") or v:IsA("Glue") or v:IsA("Motor") or v:IsA("Motor6D") then
                local save = false
                if (v.Part0 == torso) and (v.Part1 == head) then
                    save = true
                end
                if (v.Part0 == head) and (v.Part1 == torso) then
                    save = true
                end
                if save then
                    if hedafterneck then
                        hedafterneck = v
                    end
                else
                    v:Destroy()
                end
            end
        end
    end
    if method == 3 then
        spawn(function()
            wait(loadtime)
            if model then
                model:BreakJoints()
            end
        end)
    end
end

cl.Parent = c
for i, v in pairs(cl:GetChildren()) do
	v.Parent = c
end
cl:Destroy()

local modelDes = {}
for i, v in pairs(model:GetDescendants()) do
    if v:IsA("BasePart") then
        i = tostring(i)
        local con = nil
        con = v:GetPropertyChangedSignal("Parent"):Connect(function()
            if not (v and v.Parent) then
                con:Disconnect()
                modelDes[i] = nil
            end
        end)
        modelDes[i] = v
    end
end
local modelcolcon = nil
local function modelcolf()
    if model then
        for i, v in pairs(modelDes) do
			v.CanCollide = false
		end
    else
        modelcolcon:Disconnect()
    end
end
modelcolcon = stepped:Connect(modelcolf)
modelcolf()

for i, scr in pairs(model:GetDescendants()) do
	if (scr.ClassName == "Script") and table.find(scriptNames, scr.Name) then
		local Part0 = scr.Parent
		if Part0:IsA("BasePart") then
			for i1, scr1 in pairs(c:GetDescendants()) do
				if (scr1.ClassName == "Script") and (scr1.Name == scr.Name) and (not scr1:IsDescendantOf(model)) then
					local Part1 = scr1.Parent
					if (Part1.ClassName == Part0.ClassName) and (Part1.Name == Part0.Name) then
						align(Part0, Part1)
						break
					end
				end
			end
		end
	end
end

if (typeof(hedafterneck) == "Instance") and head and head.Parent then
    local aligns = {}
    for i, v in pairs(head:GetDescendants()) do
        if v:IsA("AlignPosition") or v:IsA("AlignOrientation") then
            table.insert(aligns, v)
            v.Enabled = false
        end
    end
    spawn(function()
        while c and hedafterneck and hedafterneck.Parent do
            stepped:Wait()
        end
        if not (c and head and head.Parent) then
            return
        end
        for i, v in pairs(aligns) do
            pcall(function()
                v.Enabled = true
            end)
        end
    end)
end

for i, v in pairs(c:GetDescendants()) do
	if v and v.Parent then
		if v.ClassName == "Script" then
			if table.find(scriptNames, v.Name) then
				v:Destroy()
			end
		elseif not v:IsDescendantOf(model) then
			if v:IsA("Decal") then
			    v.Transparency = 1
			elseif v:IsA("ForceField") then
			    v.Visible = false
			elseif v:IsA("Sound") then
			    v.Playing = false
			elseif v:IsA("BillboardGui") or v:IsA("SurfaceGui") or v:IsA("ParticleEmitter") or v:IsA("Fire") or v:IsA("Smoke") or v:IsA("Sparkles") then
				v.Enabled = false
			end
		end
	end
end

if newanimate then
    local animate = gp(c, "Animate", "LocalScript")
    if animate then
        animate.Disabled = false
    end
end

if addtools then
    for i, v in pairs(c:GetChildren()) do
        if v:IsA("Tool") then
            v.Parent = addtools
        end
    end
end

local hum0 = model:FindFirstChildOfClass("Humanoid")
local hum1 = c:FindFirstChildOfClass("Humanoid")
if hum1 then
    ws.CurrentCamera.CameraSubject = hum1
    local camSubCon = nil
    local function camSubFunc()
        camSubCon:Disconnect()
        if c and hum1 and (hum1.Parent == c) then
            ws.CurrentCamera.CameraSubject = hum1
        end
    end
    camSubCon = renderstepped:Connect(camSubFunc)
	if hum0 then
		hum0.Changed:Connect(function(prop)
			if (prop == "Jump") and hum1 and hum1.Parent then
				hum1.Jump = hum0.Jump
			end
		end)
	else
	    lp.Character = nil
	    lp.Character = c
	end
end

local rb = Instance.new("BindableEvent", c)
rb.Event:Connect(function()
	rb:Destroy()
	sg:SetCore("ResetButtonCallback", true)
	if destroyhum then
	    c:BreakJoints()
	    return
	end
	if antirespawn then
	    if hum0 and hum0.Parent and (hum0.Health > 0) then
	        model:BreakJoints()
	        hum0.Health = 0
	    end
		respawnrequest()
	else
	    if hum0 and hum0.Parent and (hum0.Health > 0) then
	        model:BreakJoints()
	        hum0.Health = 0
	    end
	end
end)
sg:SetCore("ResetButtonCallback", rb)

spawn(function()
	while c do
		if hum0 and hum0.Parent and hum1 and hum1.Parent then
            hum1.Jump = hum0.Jump
        end
		wait()
	end
	sg:SetCore("ResetButtonCallback", true)
end)

R15toR6 = R15toR6 and hum1 and (hum1.RigType == Enum.HumanoidRigType.R15)
if R15toR6 then
	local cfr = nil
	pcall(function()
		cfr = gp(c, "HumanoidRootPart", "BasePart").CFrame
	end)
	if cfr then
		local R6parts = { 
			head = {
				Name = "Head",
				Size = v3(2, 1, 1),
				R15 = {
					Head = 0
				}
			},
			torso = {
				Name = "Torso",
				Size = v3(2, 2, 1),
				R15 = {
					UpperTorso = 0.2,
					LowerTorso = -0.8
				}
			},
			root = {
				Name = "HumanoidRootPart",
				Size = v3(2, 2, 1),
				R15 = {
					HumanoidRootPart = 0
				}
			},
			leftArm = {
				Name = "Left Arm",
				Size = v3(1, 2, 1),
				R15 = {
					LeftHand = -0.85,
					LeftLowerArm = -0.2,
					LeftUpperArm = 0.4
				}
			},
			rightArm = {
				Name = "Right Arm",
				Size = v3(1, 2, 1),
				R15 = {
					RightHand = -0.85,
					RightLowerArm = -0.2,
					RightUpperArm = 0.4
				}
			},
			leftLeg = {
				Name = "Left Leg",
				Size = v3(1, 2, 1),
				R15 = {
					LeftFoot = -0.85,
					LeftLowerLeg = -0.15,
					LeftUpperLeg = 0.6
				}
			},
			rightLeg = {
				Name = "Right Leg",
				Size = v3(1, 2, 1),
				R15 = {
					RightFoot = -0.85,
					RightLowerLeg = -0.15,
					RightUpperLeg = 0.6
				}
			}
		}
		for i, v in pairs(c:GetChildren()) do
			if v:IsA("BasePart") then
				for i1, v1 in pairs(v:GetChildren()) do
					if v1:IsA("Motor6D") then
						v1.Part0 = nil
					end
				end
			end
		end
		for i, v in pairs(R6parts) do
			local part = Instance.new("Part")
			part.Name = v.Name
			part.Size = v.Size
			part.CFrame = cfr
			part.Anchored = false
			part.Transparency = 1
			part.CanCollide = false
			for i1, v1 in pairs(v.R15) do
				local R15part = gp(c, i1, "BasePart")
				local att = gp(R15part, "att1_" .. i1, "Attachment")
				if R15part then
					local weld = Instance.new("Weld", R15part)
					weld.Name = "Weld_" .. i1
					weld.Part0 = part
					weld.Part1 = R15part
					weld.C0 = cf(0, v1, 0)
					weld.C1 = cf(0, 0, 0)
					R15part.Massless = true
					R15part.Name = "R15_" .. i1
					R15part.Parent = part
				    if att then
				        att.Parent = part
				        att.Position = v3(0, v1, 0)
				    end
				end
			end
			part.Parent = c
			R6parts[i] = part
		end
		local R6joints = {
			neck = {
				Parent = R6parts.torso,
				Name = "Neck",
				Part0 = R6parts.torso,
				Part1 = R6parts.head,
				C0 = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0),
				C1 = cf(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)
			},
			rootJoint = {
				Parent = R6parts.root,
				Name = "RootJoint" ,
				Part0 = R6parts.root,
				Part1 = R6parts.torso,
				C0 = cf(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0),
				C1 = cf(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)
			},
			rightShoulder = {
				Parent = R6parts.torso,
				Name = "Right Shoulder",
				Part0 = R6parts.torso,
				Part1 = R6parts.rightArm,
				C0 = cf(1, 0.5, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0),
				C1 = cf(-0.5, 0.5, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)
			},
			leftShoulder = {
				Parent = R6parts.torso,
				Name = "Left Shoulder",
				Part0 = R6parts.torso,
				Part1 = R6parts.leftArm,
				C0 = cf(-1, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0),
				C1 = cf(0.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
			},
			rightHip = {
				Parent = R6parts.torso,
				Name = "Right Hip",
				Part0 = R6parts.torso,
				Part1 = R6parts.rightLeg,
				C0 = cf(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0),
				C1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)
			},
			leftHip = {
				Parent = R6parts.torso,
				Name = "Left Hip" ,
				Part0 = R6parts.torso,
				Part1 = R6parts.leftLeg,
				C0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0),
				C1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
			}
		}
		for i, v in pairs(R6joints) do
			local joint = Instance.new("Motor6D")
			for prop, val in pairs(v) do
				joint[prop] = val
			end
			R6joints[i] = joint
		end
		hum1.RigType = Enum.HumanoidRigType.R6
		hum1.HipHeight = 0
	end
end

wait()
if not c then
    return
end

local venttoggle = false
local vented = false
local mode2 = false
local attack = false
local modetoggle = false
local dead = false
local dtoggle = false
local sittoggle = false
local sit = false
local sine = 0
local mouse = lp:GetMouse()

local joints = {
    ["RootJoint"] = "",
    ["Neck"] = "",
    ["Right Hip"] = "",
    ["Left Hip"] = "",
    ["Left Shoulder"] = "",
    ["Right Shoulder"] = ""
}

for i, v in pairs(c:GetDescendants()) do
    if v:IsA("Motor6D") and (joints[v.Name] == "") and (not v:IsDescendantOf(model)) then
        joints[v.Name] = v
    end
end

for i, v in pairs(joints) do
    if v and (v ~= "") then
        v.C0 = cf(0, 0, 0)
        v.C1 = cf(0, 0, 0)
    else
        return
    end
end

local Root = gp(c, "HumanoidRootPart", "BasePart")
if not Root then
    return
end

local function replace(a)
    local b, c = a.Part0, a.Part1
    a.Part1, a.Part0 = b, c
end

replace(joints["Left Shoulder"])
replace(joints["Right Shoulder"])
replace(joints["Left Hip"])
replace(joints["Right Hip"])

for i, v in pairs(c:GetChildren()) do
    if v:IsA("Accessory") then
        v:Destroy()
    end
end

joints.Neck.C0 = cf(0, 0.3, -0.5)

mouse.Button1Down:Connect(function()
    if not (kill or mode2 or dead) then
        attack = true
        vented = false
        hum1.WalkSpeed = 0
        wait(0.5)
        hum1.WalkSpeed = 16
        attack = false
    end
end)

mouse.KeyDown:Connect(function(key)
    if not c then 
        return 
    end
    key = key:lower()
    if k == "e" then
        if not venttoggle then
            modetoggle = false
            mode2 = false
            venttoggle = true
            vented = true
            hum1.WalkSpeed = 100
            position = "ventidle"
        elseif venttoggle then
            venttoggle = false
            vented = false
            hum1.WalkSpeed = 16
        end
    elseif key == "f" then
        if not modetoggle then
            venttoggle = false
            vented = false
            modetoggle = true
            mode2 = true
            sittoggle = false
            sit = false
            hum1.WalkSpeed = 60
        elseif modetoggle then
            modetoggle = false
            mode2 = false
            hum1.WalkSpeed = 16
        end
    elseif key == "q" then
        if dtoggle == false then
            venttoggle = false
            vented = false
            modetoggle = false
            mode2 = false
            dtoggle = true
            dead = true
            sittoggle = false
            sit = false
            hum1.WalkSpeed = 0
        elseif dtoggle == true then
            dtoggle = false
            dead = false
            hum1.WalkSpeed = 16
        end
    elseif key == "c" then
        if sittoggle == false then
            venttoggle = false
            vented = false
            modetoggle = false
            mode2 = false
            dtoggle = false
            dead = false
            sittoggle = true
            sit = true
            hum1.WalkSpeed = 0
        elseif sittoggle == true then
            sittoggle = false
            sit = false
            hum1.WalkSpeed = 16
        end
    end
end)

local pose = "idle"
while stepped:Wait() and c do
    if attack then
        pose = "attack"
    elseif dead then
        pose = "dead"
    elseif sit then
        pose = "sit"
    elseif mode2 then
        if Root.Velocity.Magnitude < 2 then
            pose = "idle2"
        elseif Root.Velocity.Magnitude > 20 then
            pose = "walk2"
        end
    else
        if Root.Velocity.y > 1 then
            pose = "jump"
        elseif Root.Velocity.y < -1 then
            pose = "fall"
        elseif Root.Velocity.Magnitude < 2 then
            pose = "idle"
        elseif Root.Velocity.Magnitude < 20 then
            pose = "walk"
        elseif Root.Velocity.Magnitude > 20 then
            pose = "run"
        end 
    end
    sine += 1
    if pose == "idle" then
        joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 * math.sin(sine/12), 0 + 0.3 * math.sin(sine/12), 0 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(0 + 10 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
        joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.5 + 0 * math.sin(sine/12), 2 + 0.3 * math.sin(sine/12), 0.3 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(0 + 10 * math.sin(sine/12)), math.rad(20 + 0 * math.sin(sine/12)), math.rad(-3 + 0 * math.sin(sine/12))),0.1)
        joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.5 + 0 * math.sin(sine/12), 2 + 0.3 * math.sin(sine/12), 0.3 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(0 + 10 * math.sin(sine/12)), math.rad(-20 + 0 * math.sin(sine/12)), math.rad(3 + 0 * math.sin(sine/12))),0.1)
    elseif pose == "walk" then
        joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 * math.sin(sine/12), 0 + 0.3 * math.sin(sine/12), 0 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(-10 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
        joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.5 + 0 * math.sin(sine/12), 2 + 0.3 * math.sin(sine/12), 0.3 + 0.3 * math.sin(sine/12)) * CFrame.Angles(math.rad(0 + 30 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
        joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.5 + 0 * math.sin(sine/12), 2 + 0.3 * math.sin(sine/12), 0.3 + -0.3 * math.sin(sine/12)) * CFrame.Angles(math.rad(0 + -30 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
    elseif pose == "jump" then
        joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 * math.sin(sine/12), 0 + 0 * math.sin(sine/12), 0 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
        joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.5 + 0 * math.sin(sine/12), 0.5 + 0 * math.sin(sine/12), 0.5 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(15 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
        joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.5 + 0 * math.sin(sine/12), 1 + 0 * math.sin(sine/12), 0.5 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(10 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
    elseif pose == "fall" then
        joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 * math.sin(sine/12), 0 + 0 * math.sin(sine/12), 0 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
        joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.5 + 0 * math.sin(sine/12), 0.5 + 0 * math.sin(sine/12), 0.5 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(15 + 10 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(-10 + 0 * math.sin(sine/12))),0.1)
        joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.5 + 0 * math.sin(sine/12), 1 + 0 * math.sin(sine/12), 0.5 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(10 + 5 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(10 + 0 * math.sin(sine/12))),0.1)
    elseif pose == "vent" then
        joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 * math.sin(sine/12), 0 + -8 * math.sin(sine/12), 0 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
        joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.5 + 0 * math.sin(sine/12), 1.5 + 0 * math.sin(sine/12), 1 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(26.02 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
        joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.5 + 0 * math.sin(sine/12), 2 + 0 * math.sin(sine/12), 0 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
    elseif pose == "ventidle" then
        joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 * math.sin(sine/12), -20 + 0 * math.sin(sine/12), 0 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
        joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.5 + 0 * math.sin(sine/12), 1.5 + 0 * math.sin(sine/12), 1 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(26.02 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
        joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.5 + 0 * math.sin(sine/12), 2 + 0 * math.sin(sine/12), 0 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
    elseif pose == "idle2" then
        joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 * math.sin(sine/20), 3 + 0.3 * math.sin(sine/20), 0 + 0 * math.sin(sine/20)) * CFrame.Angles(math.rad(0 + 20 * math.sin(sine/20)), math.rad(0 + 0 * math.sin(sine/20)), math.rad(0 + 0 * math.sin(sine/20))),0.1)
        joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.5 + 0 * math.sin(sine/20), 1 + 0 * math.sin(sine/20), 1 + 0 * math.sin(sine/20)) * CFrame.Angles(math.rad(20 + -20 * math.sin(sine/20)), math.rad(0 + 0 * math.sin(sine/20)), math.rad(0 + 0 * math.sin(sine/20))),0.1)
        joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.5 + 0 * math.sin(sine/20), 2 + 0 * math.sin(sine/20), 0.5 + -0.5 * math.sin(sine/20)) * CFrame.Angles(math.rad(10 + -20 * math.sin(sine/20)), math.rad(0 + 0 * math.sin(sine/20)), math.rad(0 + 0 * math.sin(sine/20))),0.1)
    elseif pose == "walk2" then
        joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 * math.sin(sine/20), 3 + 0.3 * math.sin(sine/20), 0 + 0 * math.sin(sine/20)) * CFrame.Angles(math.rad(-60 + 10 * math.sin(sine/20)), math.rad(0 + 0 * math.sin(sine/20)), math.rad(0 + 0 * math.sin(sine/20))),0.1)
        joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.4 + 0 * math.sin(sine/20), 2 + 0 * math.sin(sine/20), 0.3 + 0 * math.sin(sine/20)) * CFrame.Angles(math.rad(0 + -10 * math.sin(sine/20)), math.rad(0 + 0 * math.sin(sine/20)), math.rad(-5 + 0 * math.sin(sine/20))),0.1)
        joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.5 + 0 * math.sin(sine/20), 1 + 0 * math.sin(sine/20), 0.5 + 0 * math.sin(sine/20)) * CFrame.Angles(math.rad(0 + -20 * math.sin(sine/20)), math.rad(0 + 0 * math.sin(sine/20)), math.rad(5 + 0 * math.sin(sine/20))),0.1)
    elseif pose == "attack" then
        joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 * math.sin(sine/5), 0 + 0 * math.sin(sine/5), 0 + 0 * math.sin(sine/5)) * CFrame.Angles(math.rad(30 + 0 * math.sin(sine/5)), math.rad(0 + 0 * math.sin(sine/5)), math.rad(0 + 0 * math.sin(sine/5))),0.1)
        joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.4 + 0 * math.sin(sine/12), 2 + 0 * math.sin(sine/12), 0.5 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(30 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(-4 + 0 * math.sin(sine/12))),0.1)
        joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.4 + 0 * math.sin(sine/12), 2 + 0 * math.sin(sine/12), 0.5 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(30 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(4 + 0 * math.sin(sine/12))),0.1)
    elseif pose == "sit" then
        joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 * math.sin(sine/5), -1.8 + 0 * math.sin(sine/5), 0 + 0 * math.sin(sine/5)) * CFrame.Angles(math.rad(10 + 0 * math.sin(sine/5)), math.rad(0 + 0 * math.sin(sine/5)), math.rad(0 + 0 * math.sin(sine/5))),0.1)
        joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.4 + 0 * math.sin(sine/12), 1 + 0 * math.sin(sine/12), -1 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(-90 + 0 * math.sin(sine/12)), math.rad(10 + 0 * math.sin(sine/12)), math.rad(-4 + 0 * math.sin(sine/12))),0.1)
        joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.4 + 0 * math.sin(sine/12), 1 + 0 * math.sin(sine/12), -1 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(-90 + 0 * math.sin(sine/12)), math.rad(-10 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
    elseif pose == "dead" then
        joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 * math.sin(sine/5), -2.5 + 0 * math.sin(sine/5), -1 + 0 * math.sin(sine/5)) * CFrame.Angles(math.rad(-90 + 0 * math.sin(sine/5)), math.rad(0 + 0 * math.sin(sine/5)), math.rad(0 + 0 * math.sin(sine/5))),0.1)
        joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.4 + 0 * math.sin(sine/12), 3 + 0 * math.sin(sine/12), 0 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(-4 + 0 * math.sin(sine/12))),0.1)
        joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.4 + 0 * math.sin(sine/12), 3 + 0 * math.sin(sine/12), 0 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(4 + 0 * math.sin(sine/12))),0.1)
    end
    joints["Right Shoulder"].C0 = joints["Right Shoulder"].C0:lerp(CFrame.new(-0.4 + 0 * math.sin(sine/12), 0 + 0 * math.sin(sine/12), -0.8 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
    joints["Left Shoulder"].C0 = joints["Left Shoulder"].C0:lerp(CFrame.new(0.4 + 0 * math.sin(sine/12), 0 + 0 * math.sin(sine/12), -0.8 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1)
end

Features & Information

Run the script at Just A Baseplate. Type -re to reset This script is not made by me
#Just a baseplate#Amongus

Community Comments (6)

GotbrekingrulestreakGotbrekingrulestreakJun 15, 2024(edited)

It's 100% unpatch in that game dude and also Fe I already tested it with other alt @gh0st

WhitePrideWorldWideWhitePrideWorldWideJun 16, 2024(edited)

well it breaks a little

FundainerFundainerJun 16, 2024(edited)

the most scientific explanation, the "just baseplate" game unpatches the old script before 2023 and yeah you can use the old script without the goofy hat and still can use actual bodyparts, the game is targeted to use and test the old script @Jcust @gh0st

FundainerFundainerJun 16, 2024(edited)

its localscript not an require script i'm also 2021 script user

WhitePrideWorldWideWhitePrideWorldWideJun 20, 2024(edited)

it is if you searched for "Among us script" it would have shown you a script made by an user called Dark Eccentrics which deleted his site

GotbrekingrulestreakGotbrekingrulestreakJun 21, 2024(edited)

Well, dark eccentric is just a showcaser, he didn't make the script he showcased The scripts he showcased were made by random people, and the most striking thing on the channel is the credit scripts made by "myworld" the scripts made by myworld are usually good like Fe sniper, among us v2, fe nameless , fe dog pet, fdless, Fe hat ball, Fe creepy crawler and another Fe script

More Scripts for Just a baseplate.