
KeylessUniversal

-- {<CONVERTED BY CREO>} -- FE Soldier AI
-- Join my discord server for early scripts :)
-- https://discord.gg/SWt5Uzpd
--[[ {<HATS NEEDED>}
https://web.roblox.com/catalog/6133544919/Retro-SWAT-Helmet
https://web.roblox.com/catalog/7806887000/CR-L-4-Back
https://www.roblox.com/catalog/48474313/Red-Roblox-Cap
https://www.roblox.com/catalog/4391384843/International-Fedora-Russia
https://www.roblox.com/catalog/48474294/ROBLOX-Girl-Hair
https://www.roblox.com/catalog/62724852/Chestnut-Bun
https://www.roblox.com/catalog/451220849/Lavender-Updo
https://www.roblox.com/catalog/63690008/Pal-Hair
https://www.roblox.com/catalog/62234425/Brown-Hair
]]
FakeLimbs = {["Head"] = nil,["Torso1"] = nil,["Torso2"] = nil,["Right Arm"] = nil,["Left Arm"] = nil,["Right Leg"] = nil,["Left Leg"] = nil}
Accessorys = {}
local ModelsRequire = game:GetObjects("rbxassetid://8005457125")
local MFolder = ModelsRequire[1]
local HumanRoot = game.Players.LocalPlayer.Character.HumanoidRootPart
function StickAcc(Part0,Part1,Angle,Position)
Part0:FindFirstChildWhichIsA("Weld"):Destroy()
local AlignPos = Instance.new('AlignPosition', Part1)
AlignPos.ApplyAtCenterOfMass = true;
AlignPos.MaxForce = 67752;
AlignPos.MaxVelocity = math.huge/9e110;
AlignPos.ReactionForceEnabled = false;
AlignPos.Responsiveness = 200;
AlignPos.RigidityEnabled = false;
local AlignOri = Instance.new('AlignOrientation', Part1)
AlignOri.MaxAngularVelocity = math.huge/9e110;
AlignOri.MaxTorque = 67752;
AlignOri.PrimaryAxisOnly = false;
AlignOri.ReactionTorqueEnabled = false;
AlignOri.Responsiveness = 200;
AlignOri.RigidityEnabled = false;
local AttachmentA=Instance.new('Attachment',Part1)
local AttachmentB=Instance.new('Attachment',Part0)
local AttachmentC=Instance.new('Attachment',Part1)
local AttachmentD=Instance.new('Attachment',Part0)
AlignPos.Attachment1 = AttachmentA;
AlignPos.Attachment0 = AttachmentB;
AlignOri.Attachment1 = AttachmentC;
AlignOri.Attachment0 = AttachmentD;
AttachmentC.Orientation = Angle
Part0.Parent = FakeCharacter
if Position then
AttachmentA.Position = Position
end
game:GetService("RunService").Heartbeat:connect(function()
Part0.Velocity = Vector3.new(0,35,0)
end)
end
function StickParts(Part0,Part1,Angle,Position)
Part0:FindFirstChildWhichIsA("Weld"):Destroy()
Part0:FindFirstChildWhichIsA("SpecialMesh"):Destroy()
local AlignPos = Instance.new('AlignPosition', Part1)
AlignPos.ApplyAtCenterOfMass = true;
AlignPos.MaxForce = 67752;
AlignPos.MaxVelocity = math.huge/9e110;
AlignPos.ReactionForceEnabled = false;
AlignPos.Responsiveness = 200;
AlignPos.RigidityEnabled = false;
local AlignOri = Instance.new('AlignOrientation', Part1)
AlignOri.MaxAngularVelocity = math.huge/9e110;
AlignOri.MaxTorque = 67752;
AlignOri.PrimaryAxisOnly = false;
AlignOri.ReactionTorqueEnabled = false;
AlignOri.Responsiveness = 200;
AlignOri.RigidityEnabled = false;
local AttachmentA=Instance.new('Attachment',Part1)
local AttachmentB=Instance.new('Attachment',Part0)
local AttachmentC=Instance.new('Attachment',Part1)
local AttachmentD=Instance.new('Attachment',Part0)
AlignPos.Attachment1 = AttachmentA;
AlignPos.Attachment0 = AttachmentB;
AlignOri.Attachment1 = AttachmentC;
AlignOri.Attachment0 = AttachmentD;
AttachmentC.Orientation = Angle
AttachmentC.Name = "Orientation"
Part0.Parent = FakeCharacter
if Position then
AttachmentA.Position = Position
end
s = game:GetService("RunService").Heartbeat:connect(function()
Part0.Velocity = Vector3.new(0,50,0)
end)
spawn(function()
while true do
wait()
if HumanDied then
s:Disconnect()
break
end
end
end)
end
for i, part in pairs(game.Players.LocalPlayer.Character:GetDescendants()) do
if part:IsA("Accessory") then
if part.Handle.Size == Vector3.new(1, 1, 2) then
if FakeLimbs["Right Arm"] == nil then
FakeLimbs["Right Arm"] = part.Handle
elseif FakeLimbs["Left Arm"] == nil then
FakeLimbs["Left Arm"] = part.Handle
elseif FakeLimbs["Right Leg"] == nil then
FakeLimbs["Right Leg"] = part.Handle
elseif FakeLimbs["Left Leg"] == nil then
FakeLimbs["Left Leg"] = part.Handle
elseif FakeLimbs["Torso1"] == nil then
FakeLimbs["Torso1"] = part.Handle
elseif FakeLimbs["Torso2"] == nil then
FakeLimbs["Torso2"] = part.Handle
end
elseif part.Handle.Size == Vector3.new(1,1,1) then
FakeLimbs["Head"] = part.Handle
end
end
end
game.Players.LocalPlayer.Character.Archivable = true
-- Kill Player
FakeCharacter = MFolder
FakeCharacter.Parent = workspace
local m4 = FakeCharacter.M4
do
Bypass = "death"
if not Bypass then Bypass = "limbs" end
HumanDied = false
CountSCIFIMOVIELOL = 1
function SCIFIMOVIELOL(Part0,Part1,Position,Angle)
local AlignPos = Instance.new('AlignPosition', Part1); AlignPos.Name = "AliP_"..CountSCIFIMOVIELOL
AlignPos.ApplyAtCenterOfMass = true;
AlignPos.MaxForce = 67752;
AlignPos.MaxVelocity = math.huge/9e110;
AlignPos.ReactionForceEnabled = false;
AlignPos.Responsiveness = 200;
AlignPos.RigidityEnabled = false;
local AlignOri = Instance.new('AlignOrientation', Part1); AlignOri.Name = "AliO_"..CountSCIFIMOVIELOL
AlignOri.MaxAngularVelocity = math.huge/9e110;
AlignOri.MaxTorque = 67752;
AlignOri.PrimaryAxisOnly = false;
AlignOri.ReactionTorqueEnabled = false;
AlignOri.Responsiveness = 200;
AlignOri.RigidityEnabled = false;
local AttachmentA=Instance.new('Attachment',Part1); AttachmentA.Name = "AthP_"..CountSCIFIMOVIELOL
local AttachmentB=Instance.new('Attachment',Part0); AttachmentB.Name = "AthP_"..CountSCIFIMOVIELOL
local AttachmentC=Instance.new('Attachment',Part1); AttachmentC.Name = "AthO_"..CountSCIFIMOVIELOL
local AttachmentD=Instance.new('Attachment',Part0); AttachmentD.Name = "AthO_"..CountSCIFIMOVIELOL
AttachmentC.Orientation = Angle
AttachmentA.Position = Position
AttachmentC.Name = "Orientation"
AlignPos.Attachment1 = AttachmentA;
AlignPos.Attachment0 = AttachmentB;
AlignOri.Attachment1 = AttachmentC;
AlignOri.Attachment0 = AttachmentD;
CountSCIFIMOVIELOL = CountSCIFIMOVIELOL + 1
game:GetService("RunService").Heartbeat:connect(function()
Part0.Velocity = Vector3.new(0,35,0)
end)
end
coroutine.wrap(function()
local player = game.Players.LocalPlayer
local char = player.Character or player.CharacterAdded:wait()
if sethiddenproperty then
while true do
game:GetService("RunService").RenderStepped:Wait()
settings().Physics.AllowSleep = false
local TBL = game:GetService("Players"):GetChildren()
for _ = 1,#TBL do local Players = TBL[_]
if Players ~= game:GetService("Players").LocalPlayer then
Players.MaximumSimulationRadius = 0
sethiddenproperty(Players,"SimulationRadius",0)
end
end
game:GetService("Players").LocalPlayer.MaximumSimulationRadius = math.pow(math.huge,math.huge)
sethiddenproperty(game:GetService("Players").LocalPlayer,"SimulationRadius",math.pow(math.huge,math.huge)*math.huge)
if HumanDied then break end
end
else
while true do
game:GetService("RunService").RenderStepped:Wait()
settings().Physics.AllowSleep = false
local TBL = game:GetService("Players"):GetChildren()
for _ = 1,#TBL do local Players = TBL[_]
if Players ~= game:GetService("Players").LocalPlayer then
Players.MaximumSimulationRadius = 0
end
end
game:GetService("Players").LocalPlayer.MaximumSimulationRadius = math.pow(math.huge,math.huge)
if HumanDied then break end
end
end
end)()
if game:GetService("Players").LocalPlayer.Character.Humanoid.RigType == Enum.HumanoidRigType.R6 then
if Bypass == "limbs" then --------------------------------------------------------------------------------------------------------------------
game:GetService("Players").LocalPlayer["Character"].Archivable = true
local CloneChar = game:GetService("Players").LocalPlayer["Character"]:Clone()
CloneChar.Parent = workspace
CloneChar.HumanoidRootPart.CFrame = game:GetService("Players").LocalPlayer["Character"].HumanoidRootPart.CFrame * CFrame.new(0,2,0)
wait()
CloneChar.Humanoid.BreakJointsOnDeath = false
workspace.Camera.CameraSubject = CloneChar.Humanoid
CloneChar.Name = "non"
CloneChar.Humanoid.DisplayDistanceType = "None"
if CloneChar.Head:FindFirstChild("face") then CloneChar.Head:FindFirstChild("face"):Destroy() end
if workspace[game:GetService("Players").LocalPlayer.Name].Head:FindFirstChild("face") then workspace[game:GetService("Players").LocalPlayer.Name].Head:FindFirstChild("face").Parent = CloneChar.Head end
local DeadChar = workspace[game:GetService("Players").LocalPlayer.Name]
DeadChar.HumanoidRootPart:Destroy()
local LVecPart = Instance.new("Part", workspace) LVecPart.CanCollide = false LVecPart.Transparency = 1
local CONVEC
local function VECTORUNIT()
if HumanDied then CONVEC:Disconnect(); return end
local lookVec = workspace.Camera.CFrame.lookVector
local Root = CloneChar["HumanoidRootPart"]
LVecPart.Position = Root.Position
LVecPart.CFrame = CFrame.new(LVecPart.Position, Vector3.new(lookVec.X * 9999, lookVec.Y, lookVec.Z * 9999))
end
CONVEC = game:GetService("RunService").Heartbeat:Connect(VECTORUNIT)
local CONDOWN
local WDown, ADown, SDown, DDown, SpaceDown = false, false, false, false, false
local function KEYDOWN(_,Processed)
if HumanDied then CONDOWN:Disconnect(); return end
if Processed ~= true then
local Key = _.KeyCode
if Key == Enum.KeyCode.W then
WDown = true end
if Key == Enum.KeyCode.A then
ADown = true end
if Key == Enum.KeyCode.S then
SDown = true end
if Key == Enum.KeyCode.D then
DDown = true end
if Key == Enum.KeyCode.Space then
SpaceDown = true end end end
CONDOWN = game:GetService("UserInputService").InputBegan:Connect(KEYDOWN)
local CONUP
local function KEYUP(_)
if HumanDied then CONUP:Disconnect(); return end
local Key = _.KeyCode
if Key == Enum.KeyCode.W then
WDown = false end
if Key == Enum.KeyCode.A then
ADown = false end
if Key == Enum.KeyCode.S then
SDown = false end
if Key == Enum.KeyCode.D then
DDown = false end
if Key == Enum.KeyCode.Space then
SpaceDown = false end end
CONUP = game:GetService("UserInputService").InputEnded:Connect(KEYUP)
local function MoveClone(X,Y,Z)
VEL = 1
LVecPart.CFrame = LVecPart.CFrame * CFrame.new(-X,Y,-Z)
workspace["non"].Humanoid.WalkToPoint = LVecPart.Position
wait()
VEL = 0
end
coroutine.wrap(function()
while true do game:GetService("RunService").RenderStepped:Wait()
if HumanDied then break end
if WDown then MoveClone(0,0,1e4) end
if ADown then MoveClone(1e4,0,0) end
if SDown then MoveClone(0,0,-1e4) end
if DDown then MoveClone(-1e4,0,0) end
if SpaceDown then CloneChar["Humanoid"].Jump = true end
if WDown ~= true and ADown ~= true and SDown ~= true and DDown ~= true then
workspace["non"].Humanoid.WalkToPoint = workspace["non"].HumanoidRootPart.Position end
end
end)()
local con
function UnCollide()
if HumanDied then con:Disconnect(); return end
for _,Parts in next, CloneChar:GetDescendants() do
if Parts:IsA("BasePart") then
Parts.CanCollide = false
end
end
for _,Parts in next, DeadChar:GetDescendants() do
if Parts:IsA("BasePart") then
Parts.CanCollide = false
end
end
end
con = game:GetService("RunService").Stepped:Connect(UnCollide)
local resetBindable = Instance.new("BindableEvent")
resetBindable.Event:connect(function()
game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
resetBindable:Destroy()
pcall(function()
CloneChar.Humanoid.Health = 0
DeadChar.Humanoid.Health = 0
end)
end)
game:GetService("StarterGui"):SetCore("ResetButtonCallback", resetBindable)
coroutine.wrap(function()
while true do
game:GetService("RunService").RenderStepped:wait()
if not CloneChar or not CloneChar:FindFirstChild("Head") or not CloneChar:FindFirstChild("Humanoid") or CloneChar:FindFirstChild("Humanoid").Health <= 0 or not DeadChar or not DeadChar:FindFirstChild("Head") or not DeadChar:FindFirstChild("Humanoid") or DeadChar:FindFirstChild("Humanoid").Health <= 0 then
HumanDied = true
FakeCharacter:Destroy()
script:Destroy()
pcall(function()
game.Players.LocalPlayer.Character = CloneChar
CloneChar:Destroy()
game.Players.LocalPlayer.Character = DeadChar
if resetBindable then
game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
resetBindable:Destroy()
end
DeadChar.Humanoid.Health = 0
end)
break
end
end
end)()
SCIFIMOVIELOL(DeadChar["Head"],CloneChar["Head"],Vector3.new(0,0,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["Torso"],CloneChar["Torso"],Vector3.new(0,0,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["Left Arm"],CloneChar["Left Arm"],Vector3.new(0,0,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["Right Arm"],CloneChar["Right Arm"],Vector3.new(0,0,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["Left Leg"],CloneChar["Left Leg"],Vector3.new(0,0,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["Right Leg"],CloneChar["Right Leg"],Vector3.new(0,0,0),Vector3.new(0,0,0))
coroutine.wrap(function()
while true do
game:GetService("RunService").RenderStepped:wait()
if HumanDied then break end
DeadChar["Torso"].CFrame = CloneChar["Torso"].CFrame
end
end)()
for _,BodyParts in next, CloneChar:GetDescendants() do
if BodyParts:IsA("BasePart") or BodyParts:IsA("Part") then
BodyParts.Transparency = 1 end end
DeadChar.Torso["Left Shoulder"]:Destroy()
DeadChar.Torso["Right Shoulder"]:Destroy()
DeadChar.Torso["Left Hip"]:Destroy()
DeadChar.Torso["Right Hip"]:Destroy()
elseif Bypass == "death" then --------------------------------------------------------------------------------------------------------------------
game:GetService("Players").LocalPlayer["Character"].Archivable = true
local CloneChar = game:GetService("Players").LocalPlayer["Character"]:Clone()
game:GetService("Players").LocalPlayer["Character"].Humanoid.WalkSpeed = 0
game:GetService("Players").LocalPlayer["Character"].Humanoid.JumpPower = 0
game:GetService("Players").LocalPlayer["Character"].Humanoid.AutoRotate = false
local FalseChar = Instance.new("Model", workspace); FalseChar.Name = ""
Instance.new("Part",FalseChar).Name = "Head"
Instance.new("Part",FalseChar).Name = "Torso"
Instance.new("Humanoid",FalseChar).Name = "Humanoid"
game:GetService("Players").LocalPlayer["Character"] = FalseChar
game:GetService("Players").LocalPlayer["Character"].Humanoid.Name = "FalseHumanoid"
local Clone = game:GetService("Players").LocalPlayer["Character"]:FindFirstChild("FalseHumanoid"):Clone()
Clone.Parent = game:GetService("Players").LocalPlayer["Character"]
Clone.Name = "Humanoid"
game:GetService("Players").LocalPlayer["Character"]:FindFirstChild("FalseHumanoid"):Destroy()
game:GetService("Players").LocalPlayer["Character"].Humanoid.Health = 0
game:GetService("Players").LocalPlayer["Character"] = workspace[game:GetService("Players").LocalPlayer.Name]
StickParts(FakeLimbs["Head"],FakeCharacter.Head,Vector3.new(0,0,0))
StickParts(FakeLimbs["Right Arm"],FakeCharacter["Right Arm"],Vector3.new(90,0,0))
StickParts(FakeLimbs["Left Arm"],FakeCharacter["Left Arm"],Vector3.new(90,0,0))
StickParts(FakeLimbs["Right Leg"],FakeCharacter["Right Leg"],Vector3.new(90,0,0))
StickParts(FakeLimbs["Left Leg"],FakeCharacter["Left Leg"],Vector3.new(90,0,0))
StickParts(FakeLimbs["Torso1"],FakeCharacter.Torso,Vector3.new(90,0,0),Vector3.new(0.5,0,0))
StickParts(FakeLimbs["Torso2"],FakeCharacter.Torso,Vector3.new(90,0,0),Vector3.new(-0.5,0,0))
FakeCharacter.HumanoidRootPart.CFrame = game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame
wait(5.65)
game:GetService("Players").LocalPlayer["Character"].Humanoid.Health = 0
CloneChar.Parent = workspace
CloneChar.HumanoidRootPart.CFrame = game:GetService("Players").LocalPlayer["Character"].HumanoidRootPart.CFrame * CFrame.new(0,2,0)
wait()
CloneChar.Humanoid.BreakJointsOnDeath = false
workspace.Camera.CameraSubject = CloneChar.Humanoid
CloneChar.Name = "non"
CloneChar.Humanoid.DisplayDistanceType = "None"
if CloneChar.Head:FindFirstChild("face") then CloneChar.Head:FindFirstChild("face"):Destroy() end
if workspace[game:GetService("Players").LocalPlayer.Name].Head:FindFirstChild("face") then workspace[game:GetService("Players").LocalPlayer.Name].Head:FindFirstChild("face").Parent = CloneChar.Head end
FalseChar:Destroy()
local DeadChar = workspace[game:GetService("Players").LocalPlayer.Name]
local LVecPart = Instance.new("Part", workspace) LVecPart.CanCollide = false LVecPart.Transparency = 1
local CONVEC
local function VECTORUNIT()
if HumanDied then CONVEC:Disconnect(); return end
local lookVec = workspace.Camera.CFrame.lookVector
local Root = CloneChar["HumanoidRootPart"]
LVecPart.Position = Root.Position
LVecPart.CFrame = CFrame.new(LVecPart.Position, Vector3.new(lookVec.X * 9999, lookVec.Y, lookVec.Z * 9999))
end
CONVEC = game:GetService("RunService").Heartbeat:Connect(VECTORUNIT)
local CONDOWN
local WDown, ADown, SDown, DDown, SpaceDown = false, false, false, false, false
local function KEYDOWN(_,Processed)
if HumanDied then CONDOWN:Disconnect(); return end
if Processed ~= true then
local Key = _.KeyCode
if Key == Enum.KeyCode.W then
WDown = true end
if Key == Enum.KeyCode.A then
ADown = true end
if Key == Enum.KeyCode.S then
SDown = true end
if Key == Enum.KeyCode.D then
DDown = true end
if Key == Enum.KeyCode.Space then
SpaceDown = true end end end
CONDOWN = game:GetService("UserInputService").InputBegan:Connect(KEYDOWN)
local CONUP
local function KEYUP(_)
if HumanDied then CONUP:Disconnect(); return end
local Key = _.KeyCode
if Key == Enum.KeyCode.W then
WDown = false end
if Key == Enum.KeyCode.A then
ADown = false end
if Key == Enum.KeyCode.S then
SDown = false end
if Key == Enum.KeyCode.D then
DDown = false end
if Key == Enum.KeyCode.Space then
SpaceDown = false end end
CONUP = game:GetService("UserInputService").InputEnded:Connect(KEYUP)
local function MoveClone(X,Y,Z)
LVecPart.CFrame = LVecPart.CFrame * CFrame.new(-X,Y,-Z)
workspace["non"].Humanoid.WalkToPoint = LVecPart.Position
end
coroutine.wrap(function()
while true do game:GetService("RunService").RenderStepped:Wait()
if HumanDied then break end
if WDown then MoveClone(0,0,1e4) end
if ADown then MoveClone(1e4,0,0) end
if SDown then MoveClone(0,0,-1e4) end
if DDown then MoveClone(-1e4,0,0) end
if SpaceDown then CloneChar["Humanoid"].Jump = true end
if WDown ~= true and ADown ~= true and SDown ~= true and DDown ~= true then
CloneChar.Humanoid.WalkToPoint = CloneChar.HumanoidRootPart.Position end
end
end)()
local con
function UnCollide()
if HumanDied then con:Disconnect(); return end
for _,Parts in next, CloneChar:GetDescendants() do
if Parts:IsA("BasePart") then
HumanRoot.CanCollide = false
Parts.CanCollide = false
end
end
for _,Parts in next, DeadChar:GetDescendants() do
if Parts:IsA("BasePart") then
Parts.CanCollide = false
HumanRoot.CanCollide = false
end
end
end
con = game:GetService("RunService").Stepped:Connect(UnCollide)
local resetBindable = Instance.new("BindableEvent")
resetBindable.Event:connect(function()
game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
resetBindable:Destroy()
CloneChar.Humanoid.Health = 0
end)
game:GetService("StarterGui"):SetCore("ResetButtonCallback", resetBindable)
coroutine.wrap(function()
while true do
game:GetService("RunService").RenderStepped:wait()
if not CloneChar or not CloneChar:FindFirstChild("Head") or not CloneChar:FindFirstChild("Humanoid") or CloneChar:FindFirstChild("Humanoid").Health <= 0 then
HumanDied = true
pcall(function()
game.Players.LocalPlayer.Character = CloneChar
CloneChar:Destroy()
game.Players.LocalPlayer.Character = DeadChar
if resetBindable then
game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
resetBindable:Destroy()
end
DeadChar.Humanoid.Health = 0
end)
break
end
end
end)()
SCIFIMOVIELOL(DeadChar["Head"],CloneChar["Head"],Vector3.new(0,0,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["Torso"],CloneChar["Torso"],Vector3.new(0,0,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["Left Arm"],CloneChar["Left Arm"],Vector3.new(0,0,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["Right Arm"],CloneChar["Right Arm"],Vector3.new(0,0,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["Left Leg"],CloneChar["Left Leg"],Vector3.new(0,0,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["Right Leg"],CloneChar["Right Leg"],Vector3.new(0,0,0),Vector3.new(0,0,0))
for _,v in next, DeadChar:GetChildren() do
if v:IsA("Accessory") then
if v.Name == "Meshes/CRL4Accessory" then
GunHat = v.Handle
SCIFIMOVIELOL(GunHat,m4,Vector3.new(0,0,0),Vector3.new(0,-90,-90))
elseif v.Name == "AridBadlanderMkII" then
SoldierHelm = v.Handle
SCIFIMOVIELOL(SoldierHelm,FakeCharacter.Head,Vector3.new(0, 0.44308090209961, -0.0026588439941406),Vector3.new(0,0,0))
print("lol")
end
end
end
for _,BodyParts in next, CloneChar:GetDescendants() do
if BodyParts:IsA("BasePart") or BodyParts:IsA("Part") then
BodyParts.Transparency = 1 end end
elseif Bypass == "hats" then
game:GetService("Players").LocalPlayer["Character"].Archivable = true
local DeadChar = game.Players.LocalPlayer.Character
DeadChar.Name = "non"
local HatPosition = Vector3.new(0,0,0)
local HatName = "MediHood"
local HatsLimb = {
Rarm = DeadChar:FindFirstChild("Hat1"),
Larm = DeadChar:FindFirstChild("Pink Hair"),
Rleg = DeadChar:FindFirstChild("Robloxclassicred"),
Lleg = DeadChar:FindFirstChild("Kate Hair"),
Torso1 = DeadChar:FindFirstChild("Pal Hair"),
Torso2 = DeadChar:FindFirstChild("LavanderHair")
}
HatName = DeadChar:FindFirstChild(HatName)
coroutine.wrap(function()
while true do
game:GetService("RunService").RenderStepped:wait()
if not DeadChar or not DeadChar:FindFirstChild("Head") or not DeadChar:FindFirstChild("Humanoid") or DeadChar:FindFirstChild("Humanoid").Health <= 0 then
HumanDied = true
pcall(function()
if resetBindable then
game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
resetBindable:Destroy()
end
DeadChar.Humanoid.Health = 0
end)
break
end
end
end)()
local con
function UnCollide()
if HumanDied then con:Disconnect(); return end
for _,Parts in next, DeadChar:GetDescendants() do
if Parts:IsA("BasePart") then
Parts.CanCollide = false
end
end
end
local con2
function UnCollide2()
if HumanDied then con:Disconnect(); return end
for _,Parts in next, FakeCharacter:GetDescendants() do
if Parts:IsA("BasePart") then
Parts.CanCollide = false
end
end
end
con = game:GetService("RunService").Stepped:Connect(UnCollide)
con2 = game:GetService("RunService").Stepped:Connect(UnCollide2)
SCIFIMOVIELOL(HatName.Handle,DeadChar["Head"],Vector3.new(0,0,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(HatsLimb.Torso1.Handle,DeadChar["Torso"],Vector3.new(0.5,0,0),Vector3.new(90,0,0))
SCIFIMOVIELOL(HatsLimb.Torso2.Handle,DeadChar["Torso"],Vector3.new(-0.5,0,0),Vector3.new(90,0,0))
SCIFIMOVIELOL(HatsLimb.Larm.Handle,DeadChar["Left Arm"],Vector3.new(0,0,0),Vector3.new(90,0,0))
SCIFIMOVIELOL(HatsLimb.Rarm.Handle,DeadChar["Right Arm"],Vector3.new(0,0,0),Vector3.new(90,0,0))
SCIFIMOVIELOL(HatsLimb.Lleg.Handle,DeadChar["Left Leg"],Vector3.new(0,0,0),Vector3.new(90,0,0))
SCIFIMOVIELOL(HatsLimb.Rleg.Handle,DeadChar["Right Leg"],Vector3.new(0,0,0),Vector3.new(90,0,0))
for i,v in pairs(HatsLimb) do
v.Handle:FindFirstChild("AccessoryWeld"):Destroy()
if v.Handle:FindFirstChild("Mesh") then v.Handle:FindFirstChild("Mesh"):Destroy() end
if v.Handle:FindFirstChild("SpecialMesh") then v.Handle:FindFirstChild("SpecialMesh"):Destroy() end
end
HatName.Handle:FindFirstChild("AccessoryWeld"):Destroy()
end
else
if Bypass == "limbs" then --------------------------------------------------------------------------------------------------------------------
game:GetService("Players").LocalPlayer["Character"].Archivable = true
local CloneChar = game:GetObjects("rbxassetid://5227463276")[1]
CloneChar.Parent = workspace
CloneChar.HumanoidRootPart.CFrame = game:GetService("Players").LocalPlayer["Character"].HumanoidRootPart.CFrame * CFrame.new(0,0.5,0.1)
CloneChar.Humanoid.BreakJointsOnDeath = false
workspace.Camera.CameraSubject = CloneChar.Humanoid
CloneChar.Name = "non"
CloneChar.Humanoid.DisplayDistanceType = "None"
if CloneChar.Head:FindFirstChild("face") then CloneChar.Head:FindFirstChild("face"):Destroy() end
if workspace[game:GetService("Players").LocalPlayer.Name].Head:FindFirstChild("face") then workspace[game:GetService("Players").LocalPlayer.Name].Head:FindFirstChild("face").Parent = CloneChar.Head end
local DeadChar = workspace[game:GetService("Players").LocalPlayer.Name]
DeadChar.HumanoidRootPart:Destroy()
local LVecPart = Instance.new("Part", workspace) LVecPart.CanCollide = false LVecPart.Transparency = 1
local CONVEC
local function VECTORUNIT()
if HumanDied then CONVEC:Disconnect(); return end
local lookVec = workspace.Camera.CFrame.lookVector
local Root = CloneChar["HumanoidRootPart"]
LVecPart.Position = Root.Position
LVecPart.CFrame = CFrame.new(LVecPart.Position, Vector3.new(lookVec.X * 9999, lookVec.Y, lookVec.Z * 9999))
end
CONVEC = game:GetService("RunService").Heartbeat:Connect(VECTORUNIT)
local CONDOWN
local WDown, ADown, SDown, DDown, SpaceDown = false, false, false, false, false
local function KEYDOWN(_,Processed)
if HumanDied then CONDOWN:Disconnect(); return end
if Processed ~= true then
local Key = _.KeyCode
if Key == Enum.KeyCode.W then
WDown = true end
if Key == Enum.KeyCode.A then
ADown = true end
if Key == Enum.KeyCode.S then
SDown = true end
if Key == Enum.KeyCode.D then
DDown = true end
if Key == Enum.KeyCode.Space then
SpaceDown = true end end end
CONDOWN = game:GetService("UserInputService").InputBegan:Connect(KEYDOWN)
local CONUP
local function KEYUP(_)
if HumanDied then CONUP:Disconnect(); return end
local Key = _.KeyCode
if Key == Enum.KeyCode.W then
WDown = false end
if Key == Enum.KeyCode.A then
ADown = false end
if Key == Enum.KeyCode.S then
SDown = false end
if Key == Enum.KeyCode.D then
DDown = false end
if Key == Enum.KeyCode.Space then
SpaceDown = false end end
CONUP = game:GetService("UserInputService").InputEnded:Connect(KEYUP)
local function MoveClone(X,Y,Z)
LVecPart.CFrame = LVecPart.CFrame * CFrame.new(-X,Y,-Z)
workspace["non"].Humanoid.WalkToPoint = LVecPart.Position
end
coroutine.wrap(function()
while true do game:GetService("RunService").RenderStepped:Wait()
if HumanDied then break end
if WDown then MoveClone(0,0,1e4) end
if ADown then MoveClone(1e4,0,0) end
if SDown then MoveClone(0,0,-1e4) end
if DDown then MoveClone(-1e4,0,0) end
if SpaceDown then CloneChar["Humanoid"].Jump = true end
if WDown ~= true and ADown ~= true and SDown ~= true and DDown ~= true then
workspace["non"].Humanoid.WalkToPoint = workspace["non"].HumanoidRootPart.Position end
end
end)()
local con
function UnCollide()
if HumanDied then con:Disconnect(); return end
for _,Parts in next, CloneChar:GetDescendants() do
if Parts:IsA("BasePart") then
Parts.CanCollide = false
end
end
for _,Parts in next, DeadChar:GetDescendants() do
if Parts:IsA("BasePart") then
Parts.CanCollide = false
end
end
end
con = game:GetService("RunService").Stepped:Connect(UnCollide)
local resetBindable = Instance.new("BindableEvent")
resetBindable.Event:connect(function()
game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
resetBindable:Destroy()
CloneChar.Humanoid.Health = 0
end)
game:GetService("StarterGui"):SetCore("ResetButtonCallback", resetBindable)
coroutine.wrap(function()
while true do
game:GetService("RunService").RenderStepped:wait()
if not CloneChar or not CloneChar:FindFirstChild("Head") or not CloneChar:FindFirstChild("Humanoid") or CloneChar:FindFirstChild("Humanoid").Health <= 0 or not DeadChar or not DeadChar:FindFirstChild("Head") or not DeadChar:FindFirstChild("Humanoid") or DeadChar:FindFirstChild("Humanoid").Health <= 0 then
HumanDied = true
pcall(function()
game.Players.LocalPlayer.Character = CloneChar
CloneChar:Destroy()
game.Players.LocalPlayer.Character = DeadChar
if resetBindable then
game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
resetBindable:Destroy()
end
DeadChar.Humanoid.Health = 0
end)
break
end
end
end)()
for _,v in next, DeadChar:GetChildren() do
if v:IsA("Accessory") then
v:Clone().Parent = CloneChar
end
end
for _,v in next, DeadChar:GetDescendants() do
if v:IsA("Motor6D") and v.Name ~= "Neck" then
v:Destroy()
end
end
SCIFIMOVIELOL(DeadChar["Head"],CloneChar["Head"],Vector3.new(0,0,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["UpperTorso"],CloneChar["Torso"],Vector3.new(0,0.2,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LowerTorso"],CloneChar["Torso"],Vector3.new(0,-0.78,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LeftUpperArm"],CloneChar["Left Arm"],Vector3.new(0,0.375,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LeftLowerArm"],CloneChar["Left Arm"],Vector3.new(0,-0.215,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LeftHand"],CloneChar["Left Arm"],Vector3.new(0,-0.825,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["RightUpperArm"],CloneChar["Right Arm"],Vector3.new(0,0.375,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["RightLowerArm"],CloneChar["Right Arm"],Vector3.new(0,-0.215,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["RightHand"],CloneChar["Right Arm"],Vector3.new(0,-0.825,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LeftUpperLeg"],CloneChar["Left Leg"],Vector3.new(0,0.575,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LeftLowerLeg"],CloneChar["Left Leg"],Vector3.new(0,-0.137,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LeftFoot"],CloneChar["Left Leg"],Vector3.new(0,-0.787,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["RightUpperLeg"],CloneChar["Right Leg"],Vector3.new(0,0.575,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["RightLowerLeg"],CloneChar["Right Leg"],Vector3.new(0,-0.137,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["RightFoot"],CloneChar["Right Leg"],Vector3.new(0,-0.787,0),Vector3.new(0,0,0))
coroutine.wrap(function()
while true do
game:GetService("RunService").RenderStepped:wait()
if HumanDied then break end
DeadChar["UpperTorso"].CFrame = CloneChar["Torso"].CFrame * CFrame.new(0,0.2,0)
end
end)()
for _,v in next, DeadChar:GetChildren() do
if v:IsA("Accessory") then
SCIFIMOVIELOL(v.Handle,CloneChar[v.Name].Handle,Vector3.new(0,0,0),Vector3.new(0,0,0))
end
end
for _,BodyParts in next, CloneChar:GetDescendants() do
if BodyParts:IsA("BasePart") or BodyParts:IsA("Part") then
BodyParts.Transparency = 1 end end
elseif Bypass == "death" then --------------------------------------------------------------------------------------------------------------------
game:GetService("Players").LocalPlayer["Character"].Archivable = true
local CloneChar = game:GetObjects("rbxassetid://5227463276")[1]
game:GetService("Players").LocalPlayer["Character"].Humanoid.WalkSpeed = 0
game:GetService("Players").LocalPlayer["Character"].Humanoid.JumpPower = 0
game:GetService("Players").LocalPlayer["Character"].Humanoid.AutoRotate = false
local FalseChar = Instance.new("Model", workspace); FalseChar.Name = ""
Instance.new("Part",FalseChar).Name = "Head"
Instance.new("Part",FalseChar).Name = "UpperTorso"
Instance.new("Humanoid",FalseChar).Name = "Humanoid"
game:GetService("Players").LocalPlayer["Character"] = FalseChar
game:GetService("Players").LocalPlayer["Character"].Humanoid.Name = "FalseHumanoid"
local Clone = game:GetService("Players").LocalPlayer["Character"]:FindFirstChild("FalseHumanoid"):Clone()
Clone.Parent = game:GetService("Players").LocalPlayer["Character"]
Clone.Name = "Humanoid"
game:GetService("Players").LocalPlayer["Character"]:FindFirstChild("FalseHumanoid"):Destroy()
game:GetService("Players").LocalPlayer["Character"].Humanoid.Health = 0
game:GetService("Players").LocalPlayer["Character"] = workspace[game:GetService("Players").LocalPlayer.Name]
wait(5.65)
game:GetService("Players").LocalPlayer["Character"].Humanoid.Health = 0
CloneChar.Parent = workspace
CloneChar.HumanoidRootPart.CFrame = game:GetService("Players").LocalPlayer["Character"].HumanoidRootPart.CFrame * CFrame.new(0,0.5,0.1)
wait()
CloneChar.Humanoid.BreakJointsOnDeath = false
workspace.Camera.CameraSubject = CloneChar.Humanoid
CloneChar.Name = "non"
CloneChar.Humanoid.DisplayDistanceType = "None"
if CloneChar.Head:FindFirstChild("face") then CloneChar.Head:FindFirstChild("face"):Destroy() end
if workspace[game:GetService("Players").LocalPlayer.Name].Head:FindFirstChild("face") then workspace[game:GetService("Players").LocalPlayer.Name].Head:FindFirstChild("face").Parent = CloneChar.Head end
FalseChar:Destroy()
local DeadChar = workspace[game:GetService("Players").LocalPlayer.Name]
local LVecPart = Instance.new("Part", workspace) LVecPart.CanCollide = false LVecPart.Transparency = 1
local CONVEC
local function VECTORUNIT()
if HumanDied then CONVEC:Disconnect(); return end
local lookVec = workspace.Camera.CFrame.lookVector
local Root = CloneChar["HumanoidRootPart"]
LVecPart.Position = Root.Position
LVecPart.CFrame = CFrame.new(LVecPart.Position, Vector3.new(lookVec.X * 9999, lookVec.Y, lookVec.Z * 9999))
end
CONVEC = game:GetService("RunService").Heartbeat:Connect(VECTORUNIT)
local CONDOWN
local WDown, ADown, SDown, DDown, SpaceDown = false, false, false, false, false
local function KEYDOWN(_,Processed)
if HumanDied then CONDOWN:Disconnect(); return end
if Processed ~= true then
local Key = _.KeyCode
if Key == Enum.KeyCode.W then
WDown = true end
if Key == Enum.KeyCode.A then
ADown = true end
if Key == Enum.KeyCode.S then
SDown = true end
if Key == Enum.KeyCode.D then
DDown = true end
if Key == Enum.KeyCode.Space then
SpaceDown = true end end end
CONDOWN = game:GetService("UserInputService").InputBegan:Connect(KEYDOWN)
local CONUP
local function KEYUP(_)
if HumanDied then CONUP:Disconnect(); return end
local Key = _.KeyCode
if Key == Enum.KeyCode.W then
WDown = false end
if Key == Enum.KeyCode.A then
ADown = false end
if Key == Enum.KeyCode.S then
SDown = false end
if Key == Enum.KeyCode.D then
DDown = false end
if Key == Enum.KeyCode.Space then
SpaceDown = false end end
CONUP = game:GetService("UserInputService").InputEnded:Connect(KEYUP)
local function MoveClone(X,Y,Z)
LVecPart.CFrame = LVecPart.CFrame * CFrame.new(-X,Y,-Z)
workspace["non"].Humanoid.WalkToPoint = LVecPart.Position
end
coroutine.wrap(function()
while true do game:GetService("RunService").RenderStepped:Wait()
if HumanDied then break end
if WDown then MoveClone(0,0,1e4) end
if ADown then MoveClone(1e4,0,0) end
if SDown then MoveClone(0,0,-1e4) end
if DDown then MoveClone(-1e4,0,0) end
if SpaceDown then CloneChar["Humanoid"].Jump = true end
if WDown ~= true and ADown ~= true and SDown ~= true and DDown ~= true then
workspace["non"].Humanoid.WalkToPoint = workspace["non"].HumanoidRootPart.Position end
end
end)()
local con
function UnCollide()
if HumanDied then con:Disconnect(); return end
for _,Parts in next, CloneChar:GetDescendants() do
if Parts:IsA("BasePart") then
Parts.CanCollide = false
end
end
for _,Parts in next, DeadChar:GetDescendants() do
if Parts:IsA("BasePart") then
Parts.CanCollide = false
end
end
end
con = game:GetService("RunService").Stepped:Connect(UnCollide)
local resetBindable = Instance.new("BindableEvent")
resetBindable.Event:connect(function()
game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
resetBindable:Destroy()
CloneChar.Humanoid.Health = 0
end)
game:GetService("StarterGui"):SetCore("ResetButtonCallback", resetBindable)
coroutine.wrap(function()
while true do
game:GetService("RunService").RenderStepped:wait()
if not CloneChar or not CloneChar:FindFirstChild("Head") or not CloneChar:FindFirstChild("Humanoid") or CloneChar:FindFirstChild("Humanoid").Health <= 0 then
HumanDied = true
pcall(function()
game.Players.LocalPlayer.Character = CloneChar
CloneChar:Destroy()
game.Players.LocalPlayer.Character = DeadChar
if resetBindable then
game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
resetBindable:Destroy()
end
DeadChar.Humanoid.Health = 0
end)
break
end
end
end)()
for _,v in next, DeadChar:GetChildren() do
if v:IsA("Accessory") then
v:Clone().Parent = CloneChar
end
end
SCIFIMOVIELOL(DeadChar["Head"],CloneChar["Head"],Vector3.new(0,0,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["UpperTorso"],CloneChar["Torso"],Vector3.new(0,0.2,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LowerTorso"],CloneChar["Torso"],Vector3.new(0,-0.78,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LeftUpperArm"],CloneChar["Left Arm"],Vector3.new(0,0.375,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LeftLowerArm"],CloneChar["Left Arm"],Vector3.new(0,-0.215,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LeftHand"],CloneChar["Left Arm"],Vector3.new(0,-0.825,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["RightUpperArm"],CloneChar["Right Arm"],Vector3.new(0,0.375,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["RightLowerArm"],CloneChar["Right Arm"],Vector3.new(0,-0.215,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["RightHand"],CloneChar["Right Arm"],Vector3.new(0,-0.825,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LeftUpperLeg"],CloneChar["Left Leg"],Vector3.new(0,0.575,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LeftLowerLeg"],CloneChar["Left Leg"],Vector3.new(0,-0.137,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LeftFoot"],CloneChar["Left Leg"],Vector3.new(0,-0.787,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["RightUpperLeg"],CloneChar["Right Leg"],Vector3.new(0,0.575,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["RightLowerLeg"],CloneChar["Right Leg"],Vector3.new(0,-0.137,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["RightFoot"],CloneChar["Right Leg"],Vector3.new(0,-0.787,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["HumanoidRootPart"],CloneChar["HumanoidRootPart"],Vector3.new(0,0,0),Vector3.new(0,0,0))
for _,v in next, DeadChar:GetChildren() do
if v:IsA("Accessory") then
SCIFIMOVIELOL(v.Handle,CloneChar[v.Name].Handle,Vector3.new(0,0,0),Vector3.new(0,0,0))
end
end
for _,BodyParts in next, CloneChar:GetDescendants() do
if BodyParts:IsA("BasePart") or BodyParts:IsA("Part") then
BodyParts.Transparency = 1 end end
if DeadChar.Head:FindFirstChild("Neck") then
game.Players.LocalPlayer.Character:BreakJoints()
end
end
end
end
local CloneChar = workspace.non
game.Players.LocalPlayer.Character.Parent = CloneChar
local MakeNewAnim = function(id)
local NewAnim = Instance.new("Animation")
NewAnim.AnimationId = id
return {NewAnim,id}
end
function CreoFEFakeAnimations(Character)
spawn(function()
local Humanoid = Character:FindFirstChildWhichIsA("Humanoid")
local HRP = Character:WaitForChild("HumanoidRootPart")
local Walk = MakeNewAnim("http://www.roblox.com/asset/?id=180426354")
local Idle = MakeNewAnim("http://www.roblox.com/asset/?id=180435571")
local Jump = MakeNewAnim("http://www.roblox.com/asset/?id=125750702")
local Fall = MakeNewAnim("http://www.roblox.com/asset/?id=180436148")
local anim = Idle[1]
local AnimId = Idle[2]
local Anim = Humanoid:LoadAnimation(anim)
Anim.Priority = Enum.AnimationPriority.Core
local rayCast = function(Pos, Dir, Max, Ignore)
return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), (Ignore))
end
spawn(function()
while HumanDied ~= true do
wait()
local hitfloor = rayCast(HRP.Position, CFrame.new(HRP.Position, HRP.Position - Vector3.new(0, 1, 0)).lookVector, 4, Character)
local oldAnim = Anim
local oldAnimId = AnimId
if HRP.Velocity.Y > 0 and hitfloor == nil then
Anim = Humanoid:LoadAnimation(Jump[1])
AnimId = Jump[2]
elseif HRP.Velocity.Y < 0 and hitfloor == nil then
Anim = Humanoid:LoadAnimation(Fall[1])
AnimId = Fall[2]
elseif (HRP.Velocity.X + HRP.Velocity.Z)/2 > 0.1 or (HRP.Velocity.X + HRP.Velocity.Z)/2 < -0.1 then
Anim = Humanoid:LoadAnimation(Walk[1])
AnimId = Walk[2]
else
Anim = Humanoid:LoadAnimation(Idle[1])
AnimId = Idle[2]
end
if AnimId ~= oldAnimId then
oldAnim:Stop()
Anim:Play()
end
end
end)
end)
end
CreoFEFakeAnimations(CloneChar)
CreoFEFakeAnimations(FakeCharacter)
s = game:GetService("RunService").Heartbeat:connect(function()
game.Players.LocalPlayer.Character.HumanoidRootPart.Velocity = Vector3.new(0,35,0)
end)
task.spawn(function()
while true do
wait()
if HumanDied == true then
s:Disconnect()
break
end
end
end)
local SHOW = Instance.new("SelectionBox",workspace)
SHOW.Adornee = game.Players.LocalPlayer.Character.HumanoidRootPart
--- <<Start Soldier>> --
bambam = Instance.new("BodyThrust")
bambam.Parent = HumanRoot
bambam.Force = Vector3.new(0,0,0)
------Body Variables------
local myHuman = FakeCharacter.Humanoid
local myTorso = FakeCharacter.Torso
local myHead = FakeCharacter.Head
local myFace = myHead.face
local neck = myTorso.Neck
local headWeld = myTorso["Head Weld"]
local rArm = FakeCharacter["Right Arm"]
local lArm = FakeCharacter["Left Arm"]
local lShoulder = myTorso["Left Shoulder"]
local rShoulder = myTorso["Right Shoulder"]
local lArmWeld = myTorso["Left Arm Weld"]
local rArmWeld = myTorso["Right Arm Weld"]
local gyro = FakeCharacter.HumanoidRootPart.BodyGyro
------M4 Variables------
local m4 = FakeCharacter.M4
if GunHat then
GunHat.Parent = FakeCharacter
end
if SoldierHelm then
SoldierHelm.Parent = FakeCharacter
FakeCharacter.Mask.Transparency = 1
FakeLimbs["Head"].Transparency = 1
FakeCharacter.fasthelmet.Transparency = 1
end
local m4Weld = m4["M4 Weld"]
local barrel = FakeCharacter.Barrel
local aimer = FakeCharacter.Aimer
local aimerWeld = aimer["Aimer Weld"]
local fullMag = 30
local mag = fullMag
local flash = barrel.Attachment.Flash
------Knife variables------
local knife = FakeCharacter.Knife
local knifeWeld = knife["Knife Weld"]
------Grenade variables------
local grenade = FakeCharacter.Grenade
------Sounds------
local equipSound = m4.Equip
local fireSound = m4.Fire
local reloadSound = m4.Reload
local knifeEquipSound = knife.EquipSound
local knifeAttackSound = knife.AttackSound
local knifeStabSound = knife.StabSound
local hurtSound = myHead.Hurt
local pinSound = grenade.Pin
------Animations------
local stabAnimation = myHuman:LoadAnimation(FakeCharacter.Stab)
stabAnimation.Priority = Enum.AnimationPriority.Action
local throwAnimation = myHuman:LoadAnimation(FakeCharacter.ThrowAnimation)
throwAnimation.Priority = Enum.AnimationPriority.Action
throwAnimation.Looped = false
local reloadAnimation = myHuman:LoadAnimation(FakeCharacter.Reload)
reloadAnimation.Priority = Enum.AnimationPriority.Action
------Status------
local reloading = false
local weaponAimed = false
local weaponCool = true
local m4Equipped = false
local knifeEquipped = false
local grenadeCool = true
local currentTarget = nil
local status = "Idle"
spawn(function()
while true do
wait()
if currentTarget == nil or weaponCool == false then
HumanRoot.Position = FakeCharacter.Torso.Position
bambam.Force = Vector3.new(0,0,0)
end
end
end)
local faces = {Idle = "http://www.roblox.com/asset/?id=23219775",
Attacking = "http://www.roblox.com/asset/?id=286688505",
Hunting = "http://www.roblox.com/asset/?id=209715003 ",
Hurt = "http://www.roblox.com/asset/?id=258192246",
Dead = "http://www.roblox.com/asset/?id=15426038"}
local gunPointedAt = nil
------Target/Ally Tracking------
local allies = {"Civilian"}
local potentialTargets = {}
local activeAllies = {}
local team = FakeCharacter.Settings.Team.Value
local attackPlayers = FakeCharacter.Settings.AttackPlayers.Value
function spawner(func,...)
local co = coroutine.wrap(func)
co(...)
end
function checkDist(part1,part2)
return (part1.Position - part2.Position).Magnitude
end
function checkSight(target)
local ray = Ray.new(barrel.Position, (target.Position - barrel.Position).Unit * 75)
local part,position = workspace:FindPartOnRayWithIgnoreList(ray, {FakeCharacter})
local ray2 = Ray.new(myTorso.Position, (target.Position - myTorso.Position).Unit * 75)
local part2,position2 = workspace:FindPartOnRayWithIgnoreList(ray2, {FakeCharacter})
if part and part2 then
if part:IsDescendantOf(target.Parent) and part2:IsDescendantOf(target.Parent) then
return true
end
end
return false
end
function updateFace()
if myFace.Texture ~= faces.Dead and myFace.Texture ~= faces.Hurt then
myFace.Texture = faces[status]
end
end
function findTarget()
local dist = FakeCharacter.Settings.DetectionRange.Value
local target = nil
potentialTargets = {}
local seeTargets = {}
for _,v in ipairs(workspace:GetChildren()) do
local human = v:FindFirstChild("Humanoid")
local torso = v:FindFirstChild("HumanoidRootPart") or v:FindFirstChild("Torso")
if human and torso and v ~= FakeCharacter and v ~= CloneChar then
--Check and see if they are on our team, if they are break the loop.
local targetTeam
local teammate = false
if v:FindFirstChild("Team") then
targetTeam = v.Team.Value
elseif v:FindFirstChild("Settings") and v.Settings:FindFirstChild("Team") then
targetTeam = v.Settings.Team.Value
end
if (targetTeam and targetTeam == team) or (not attackPlayers and game.Players:GetPlayerFromCharacter(v)) then
teammate = true
end
if (myTorso.Position - torso.Position).magnitude < dist and human.Health > 0 then
for i,x in ipairs(allies) do
if x == v.Name or teammate then
table.insert(activeAllies,torso)
break
elseif i == #allies then
table.insert(potentialTargets,torso)
end
end
end
end
end
if #potentialTargets > 0 then
for i,v in ipairs(potentialTargets) do
if checkSight(v) then
table.insert(seeTargets,v)
end
end
if #seeTargets > 0 then
for i,v in ipairs(seeTargets) do
if (myTorso.Position - v.Position).magnitude < dist then
target = v
dist = (myTorso.Position - v.Position).magnitude
end
end
else
for i,v in ipairs(potentialTargets) do
if (myTorso.Position - v.Position).magnitude < dist then
target = v
dist = (myTorso.Position - v.Position).magnitude
end
end
end
end
currentTarget = target
end
function pathToLocation(target)
local path = game:GetService("PathfindingService"):CreatePath()
path:ComputeAsync(myTorso.Position, target.Position)
local waypoints = path:GetWaypoints()
for _,waypoint in ipairs(waypoints) do
if waypoint.Action == Enum.PathWaypointAction.Jump then
myHuman.Jump = true
end
myHuman:MoveTo(waypoint.Position)
spawner(function()
wait(0.5)
if myHuman.WalkToPoint.Y > myTorso.Position.Y then
myHuman.Jump = true
end
end)
local moveSuccess = myHuman.MoveToFinished:Wait()
if not moveSuccess or not target.Parent or (checkDist(myTorso,target) < 30 and checkSight(target)) or currentTarget ~= target then
break
end
if checkDist(target,waypoints[#waypoints]) > 30 then
pathToLocation(target)
end
end
end
function walkRandom()
local randX = math.random(-100,100)
local randZ = math.random(-100,100)
local goal = myTorso.Position + Vector3.new(randX, 0, randZ)
local path = game:GetService("PathfindingService"):CreatePath()
path:ComputeAsync(myTorso.Position, goal)
local waypoints = path:GetWaypoints()
if path.Status == Enum.PathStatus.Success then
for i,waypoint in ipairs(waypoints) do
if waypoint.Action == Enum.PathWaypointAction.Jump then
myHuman.Jump = true
end
myHuman:MoveTo(waypoint.Position)
spawner(function()
wait(0.5)
if myHuman.WalkToPoint.Y > myTorso.Position.Y then
myHuman.Jump = true
end
end)
local moveSuccess = myHuman.MoveToFinished:Wait()
if not moveSuccess or currentTarget then
break
end
end
else
wait(2)
end
end
function drawM4()
yieldKnife()
if m4Equipped == false then
m4Equipped = true
equipSound:Play()
--Right Arm Setup
rShoulder.Part1 = nil
rArm.CFrame = aimer.CFrame * CFrame.new(1.25,0.05,-0.65) * CFrame.Angles(math.rad(80),math.rad(0),math.rad(-10))
rArmWeld.Part1 = rArm
--Left Arm Setup
lShoulder.Part1 = nil
lArm.CFrame = aimer.CFrame * CFrame.new(-0.35,0.05,-1.48) * CFrame.Angles(math.rad(84),math.rad(-3),math.rad(28))
lArmWeld.Part1 = lArm
--M4 Setup
m4Weld.Part0 = nil
m4.CFrame = aimer.CFrame * CFrame.new(0.65,0.37,-2.22) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0))
m4Weld.Part0 = aimer
end
end
function yieldM4()
myHuman.AutoRotate = true
gyro.MaxTorque = Vector3.new(0,0,0)
if weaponAimed == true then
weaponAimed = false
resetHead()
end
if m4Equipped == true then
m4Equipped = false
equipSound:Play()
--Right Arm setup
rArmWeld.Part1 = nil
rShoulder.Part1 = rArm
--Left Arm Setup
lArmWeld.Part1 = nil
lShoulder.Part1 = lArm
--M4 Setup
m4Weld.Part0 = nil
m4.CFrame = myTorso.CFrame * CFrame.new(0,0,0.6) * CFrame.Angles(math.rad(-90),math.rad(-60),math.rad(90))
m4Weld.Part0 = myTorso
end
end
function drawKnife()
if knifeEquipped == false then
yieldM4()
knifeEquipSound:Play()
knifeEquipped = true
knifeWeld.Part0 = nil
knife.CFrame = rArm.CFrame * CFrame.new(0,-1,-1) * CFrame.Angles(math.rad(90),math.rad(180),math.rad(180))
knifeWeld.Part0 = rArm
end
end
function yieldKnife()
if knifeEquipped == true then
knifeEquipped = false
knifeWeld.Part0 = nil
knife.CFrame = myTorso.CFrame * CFrame.new(-1,-1,0.5) * CFrame.Angles(math.rad(-65),0,math.rad(180))
knifeWeld.Part0 = myTorso
end
end
function aim(target)
if weaponAimed == false then
game:GetService("TweenService"):Create(neck,TweenInfo.new(0.5),{C0 = neck.C0 * CFrame.Angles(0,math.rad(-15),0)}):Play()
end
myHuman.AutoRotate = false
weaponAimed = true
gyro.CFrame = CFrame.new(myTorso.Position,target.Position)
gyro.MaxTorque = Vector3.new(0,math.huge,0)
if not reloading then
local aimCFrame = CFrame.new(aimer.Position,target.Position)
aimCFrame = aimCFrame - aimCFrame.Position
local negateCFrame = myTorso.CFrame - myTorso.Position
local newC0 = CFrame.new(0,0.5,0) * negateCFrame:Inverse() * aimCFrame
local x,y,z = newC0:ToEulerAnglesXYZ()
x = math.clamp(x,-0.8,0.8) --So his aiming isn't crazy backwards
newC0 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(x,0,0)
local lookDiff = (newC0.LookVector - aimerWeld.C0.LookVector).Magnitude
game:GetService("TweenService"):Create(aimerWeld,TweenInfo.new(lookDiff * 0.2),{C0 = newC0}):Play()
local newC0 = CFrame.new(0,1,0) * CFrame.Angles(-1.5 + math.rad(aimer.Orientation.X),math.rad(15),math.rad(180)) ---1.5 -
game:GetService("TweenService"):Create(neck,TweenInfo.new(lookDiff * 0.2),{C0 = newC0}):Play()
wait(lookDiff*0.2)
end
end
function resetHead()
game:GetService("TweenService"):Create(neck,TweenInfo.new(0.5),{C0 = CFrame.new(0,1,0) * CFrame.Angles(math.rad(-90),0,math.rad(180))}):Play()
end
function shoot(target)
if weaponCool == true and reloading == false then
weaponCool = false
local shot
if checkDist(target,myTorso) > 60 then
shot = 1
else
shot = 3
end
for i = 1, shot do
wait(0.1)
mag = mag - 1
flash:Emit(1)
local flash = Instance.new("PointLight",barrel)
flash.Brightness = 3
game:GetService("Debris"):AddItem(flash,0.1)
local bullet = Instance.new("Part")
bullet.Size = Vector3.new(0.1,0.1,0.3)
bullet.BrickColor = BrickColor.new("Gold")
bullet.Material = Enum.Material.Neon
bullet.CFrame = barrel.CFrame
bullet.CanCollide = false
bullet.Touched:Connect(function(obj)
if not obj:IsDescendantOf(FakeCharacter) then
local human = obj.Parent:FindFirstChild("Humanoid")
if human then
for i = 1,30 do
wait()
HumanRoot.Position = obj.Parent:WaitForChild("HumanoidRootPart").Position
bambam.Location = obj.Parent:WaitForChild("HumanoidRootPart").Position
bambam.Force = Vector3.new(1000,0,1000)
findTarget()
end
end
bullet:Destroy()
end
end)
bullet.Parent = workspace
fireSound:Play()
local spread = Vector3.new(math.random(-shot,shot)/100,math.random(-shot,shot)/100,math.random(-shot,shot)/100)
local bv = Instance.new("BodyVelocity",bullet)
bv.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
bv.Velocity = (aimer.CFrame.LookVector + spread) * 300
local s = Instance.new("Sound",bullet)
s.Volume = 0.7
s.PlaybackSpeed = 7
s.Looped = true
s.SoundId = "rbxasset://sounds/Rocket whoosh 01.wav"
s:Play()
local a1 = Instance.new("Attachment",bullet)
a1.Position = Vector3.new(0,0.05,0)
local a2 = Instance.new("Attachment",bullet)
a2.Position = Vector3.new(0,-0.05,0)
local t = Instance.new("Trail",bullet)
t.Attachment0 = a1
t.Attachment1 = a2
t.Color = ColorSequence.new(bullet.Color)
t.WidthScale = NumberSequence.new(0.1,0.01)
t.Lifetime = 0.3
--TODO ADD KICK
game:GetService("Debris"):AddItem(bullet, 5)
end
if mag <= 0 then
reload()
end
spawner(function()
wait(1)
weaponCool = true
end)
end
end
function reload()
if weaponAimed == true then
resetHead()
weaponAimed = false
end
reloadSound:Play()
reloading = true
yieldM4()
m4Weld.Part0 = nil
m4.CFrame = lArm.CFrame * CFrame.new(0.6,-1.3,0.2) * CFrame.Angles(math.rad(180),0,0)
m4Weld.Part0 = lArm
reloadAnimation:Play()
reloadAnimation:AdjustSpeed(3)
reloadAnimation.Stopped:Wait()
reloading = false
mag = fullMag
drawM4()
end
function stab(target)
if weaponCool == true then
weaponCool = false
knifeStabSound:Play()
knifeAttackSound:Play()
stabAnimation:Play()
local human = target.Parent.Humanoid
HumanRoot.Position = target.Parent:WaitForChild("HumanoidRootPart").Position
bambam.Location = target.Parent:WaitForChild("HumanoidRootPart").Position
bambam.Force = Vector3.new(500,0,500)
spawner(function()
wait(0.5)
weaponCool = true
end)
end
end
function yieldWeapons()
yieldKnife()
yieldM4()
if weaponAimed == true then
weaponAimed = false
resetHead()
end
end
function checkCluster(target)
--Check for nearby allies
for i,v in ipairs(activeAllies) do
if checkDist(target,v) < 30 then
return false
end
end
--Check if enemies are paired close together
for i,v in ipairs(potentialTargets) do
if v ~= target then
if checkDist(target,v) < 15 then
return true
end
end
end
return false
end
function throwGrenade(target)
if weaponCool == true and grenadeCool == true then
weaponCool = false
grenadeCool = false
yieldWeapons()
local g = grenade:Clone()
g.Boom.PlayOnRemove = true
g.Parent = workspace
g.CanCollide = true
g.CFrame = rArm.CFrame * CFrame.new(0,-1.3,0) * CFrame.Angles(0,0,math.rad(90))
game:GetService("Debris"):AddItem(g,5)
grenade.Transparency = 1
local w = Instance.new("WeldConstraint",g)
w.Part0 = rArm
w.Part1 = g
throwAnimation:Play()
pinSound:Play()
aim(target)
wait(0.4)
if myHuman.Health <= 0 then
return
end
aim(target)
throwAnimation:Stop()
w.Part1 = nil
local dist = checkDist(myTorso,target)
g.Velocity = (myTorso.CFrame.LookVector + Vector3.new(0,1,0)) * Vector3.new(dist,dist*1.5,dist)
--Wait until grenade is thrown before it can be primed
touched = g.Touched:Connect(function(obj)
if not obj:IsDescendantOf(FakeCharacter) then
touched:Disconnect()
g.Pin:Play()
wait(0.5)
local x = Instance.new("Explosion",workspace)
x.Position = g.Position
x.Hit:Connect(function(obj,dist)
local human = obj.Parent:FindFirstChild("Humanoid")
if human then
human:TakeDamage(20 - dist)
human:ChangeState(Enum.HumanoidStateType.Ragdoll)
end
end)
g:Destroy()
game:GetService("Debris"):AddItem(x,2)
end
end)
local attach0 = g.Attach0
local attach1 = g.Attach1
local t = Instance.new("Trail",g)
t.Attachment0 = attach0
t.Attachment1 = attach1
t.Lifetime = 0.5
t.Color = ColorSequence.new(Color3.fromRGB(150,150,150))
t.WidthScale = NumberSequence.new(1,0)
spawner(function()
wait(1)
weaponCool = true
wait(5)
grenadeCool = true
grenade.Transparency = 0
end)
end
end
function movementLoop()
while myHuman.Health>0 do
if currentTarget then
if checkDist(currentTarget,myTorso) > 30 or not checkSight(currentTarget) then
pathToLocation(currentTarget)
elseif checkDist(currentTarget,myTorso) > 8 then
if math.random(0,1) == 1 then
myHuman:Move(myTorso.CFrame.RightVector)
else
myHuman:Move(-myTorso.CFrame.RightVector)
end
wait(0.5)
end
else
local randomAction = math.random(4)
if randomAction == 3 then
walkRandom()
elseif randomAction == 2 then
--print("Look randomly")
end
wait(3)
end
wait(0.1)
end
end
function searchTargetLoop()
while myHuman.Health>0 do
findTarget()
wait(3)
end
end
function aimingLoop()
while myHuman.Health>0 do
if currentTarget then
if checkSight(currentTarget) then
aim(currentTarget)
gunPointedAt = currentTarget
else
wait(0.5)
end
else
wait(2)
end
wait()
end
end
function attackLoop()
while myHuman.Health>0 do
if currentTarget then
status = "Hunting"
updateFace()
if checkSight(currentTarget) then
status = "Attacking"
updateFace()
local distance = checkDist(myTorso,currentTarget)
if distance > 15 then
if checkCluster(currentTarget) == true and distance < 100 and distance > 30 and grenadeCool then
throwGrenade(currentTarget)
else
drawM4()
repeat
wait()
until gunPointedAt == currentTarget
shoot(currentTarget)
end
else
drawKnife()
myHuman:MoveTo(currentTarget.Position)
local canStab = false
for i,v in pairs(currentTarget.Parent:GetChildren()) do
if v:IsA("BasePart") and checkDist(v,myTorso) < 7 then
canStab = true
end
end
if canStab then
stab(currentTarget)
end
end
else
if weaponAimed == true then
weaponAimed = false
myHuman.AutoRotate = true
gyro.MaxTorque = Vector3.new(0,0,0)
resetHead()
local newC0 = CFrame.new(0,0.5,0) * CFrame.Angles(-0.5,0,0)
local lookDiff = (newC0.LookVector - aimerWeld.C0.LookVector).Magnitude
game:GetService("TweenService"):Create(aimerWeld,TweenInfo.new(lookDiff * 0.2),{C0 = newC0}):Play()
end
end
else
status = "Idle"
updateFace()
yieldWeapons()
wait(2)
end
wait(0.1)
end
end
function Died()
FakeCharacter:Destroy()
CloneChar:Destroy()
game.Players.LocalPlayer.Character:Destroy()
end
myHuman.Died:Connect(Died)
local oldHealth = myHuman.Health
local soundSpeeds = {0.9,0.95,1,1.05,1.1}
myHuman.HealthChanged:Connect(function(health)
if health < oldHealth and hurtSound.IsPlaying == false then
hurtSound.PlaybackSpeed = soundSpeeds[math.random(#soundSpeeds)]
hurtSound:Play()
spawner(function()
myFace.Texture = faces.Hurt
wait(1)
if myFace.Texture == faces.Hurt then
myFace.Texture = faces[status]
end
end)
end
oldHealth = health
end)
spawner(searchTargetLoop)
spawner(attackLoop)
spawner(movementLoop)
spawner(aimingLoop)
-- {<CONVERTED BY CREO>} -- FE Soldier AI
-- Join my discord server for early scripts :)
-- https://discord.gg/SWt5Uzpd
--[[ {<HATS NEEDED>}
https://web.roblox.com/catalog/6133544919/Retro-SWAT-Helmet
https://web.roblox.com/catalog/7806887000/CR-L-4-Back
https://www.roblox.com/catalog/48474313/Red-Roblox-Cap
https://www.roblox.com/catalog/4391384843/International-Fedora-Russia
https://www.roblox.com/catalog/48474294/ROBLOX-Girl-Hair
https://www.roblox.com/catalog/62724852/Chestnut-Bun
https://www.roblox.com/catalog/451220849/Lavender-Updo
https://www.roblox.com/catalog/63690008/Pal-Hair
https://www.roblox.com/catalog/62234425/Brown-Hair
]]



this universal??
yeah but on r6 games
THIS **** A SCAM YOU CANT EVEN MOVE
mf prob poor and cant buy the hats