
Key RequiredUniversal

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



It's 100% unpatch in that game dude and also Fe I already tested it with other alt @gh0st
well it breaks a little
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
its localscript not an require script i'm also 2021 script user
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
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