
Key RequiredUniversal

-- .offset (how close the hats are to you)
-- .mode (different modes up to 11)
-- .speed (how fast the hats move)
local plr = game.Players.LocalPlayer;
local chr = plr.Character;
local hum = chr.Humanoid;
local mov = {};
local mov2 = {};
local hatParts = {}; -- 캐릭터 대신 모자 파트들만 따로 담을 테이블
--[[Network]]
coroutine.resume(coroutine.create(function()
settings().Physics.AllowSleep = false;
game.RunService.RenderStepped:Connect(function()
for i, v in pairs(game.Players:GetPlayers()) do
if v ~= plr then
v.MaximumSimulationRadius = 0.1;
v.SimulationRadius = 0;
else
v.MaximumSimulationRadius = math.pow(math.huge, math.huge);
v.SimulationRadius = math.pow(math.huge, 2);
end
end
end)
end))
function ftp(str)
local pt = {};
if str ~= 'me' and str ~= 'random' then
for i, v in pairs(game.Players:GetPlayers()) do
if v.Name:lower():find(str:lower()) then
table.insert(pt, v);
end
end
elseif str == 'me' then
table.insert(pt, plr);
elseif str == 'random' then
table.insert(pt, game.Players:GetPlayers()[math.random(1, #game.Players:GetPlayers())]);
end
return pt;
end
for _, v in pairs(hum:GetAccessories()) do
local b = v.Handle;
b.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0);
b.CanCollide = false;
b:BreakJoints();
table.insert(hatParts, b); -- Netless 적용을 위해 모자 Handle 저장
for _, k in pairs(v:GetChildren()) do
if not k:IsA'SpecialMesh' and not k:IsA'Part' then
k:Destroy();
end
end
local still = Instance.new('BodyAngularVelocity', b);
still.MaxTorque = Vector3.new(math.huge, math.huge, math.huge);
still.AngularVelocity = Vector3.new(0, 0, 0);
local align = Instance.new('AlignPosition', b);
align.MaxForce = 1000000;
align.MaxVelocity = math.huge;
align.RigidityEnabled = false;
align.ApplyAtCenterOfMass = true;
align.Responsiveness = 200;
local a0 = Instance.new('Attachment', b);
local a1 = Instance.new('Attachment', chr.Head);
align.Attachment0 = a0;
align.Attachment1 = a1;
table.insert(mov, a1);
table.insert(mov2, still);
end
local par = {};
for _, v in pairs(mov) do
local parr = Instance.new('Part', workspace);
parr.Anchored = true;
parr.Size = Vector3.new(1, 1, 1);
parr.Transparency = 1;
parr.CanCollide = false;
table.insert(par, parr);
end
local rotx = 0;
local rotz = math.pi / 2;
local height = 0;
local heighti = 1;
-- 기본 설정값 고정 (거리 3.7 / 스피드 25 / 모드 7)
local offset = 3.7;
local speed = 25;
local mode = 7;
local angular = Vector3.new(0, 0, 0);
local l = 1;
game['Run Service'].RenderStepped:Connect(function()
rotx = rotx + speed / 100;
rotz = rotz + speed / 100;
l = (l >= 360 and 1 or l + speed);
for i, v in pairs(par) do
v.CFrame = CFrame.new(chr.HumanoidRootPart.Position) * CFrame.fromEulerAnglesXYZ(0, math.rad(l + (360 / #par) * i + speed), 0) * CFrame.new(offset, 0, 0);
end
if heighti == 1 then
height = height + speed / 100;
elseif heighti == 2 then
height = height - speed / 100;
end
if height > 2 then
heighti = 2;
end
if height < -1 then
heighti = 1;
end
if mode == 1 then
for _, v in pairs(mov) do
v.Position = Vector3.new(math.sin(rotx) * offset, 0, math.sin(rotz) * offset);
end
elseif mode == 2 then
for _, v in pairs(mov) do
v.Position = Vector3.new(offset, height, offset);
end
elseif mode == 3 then
for _, v in pairs(mov) do
v.Position = Vector3.new(math.sin(rotx) * offset, height, math.sin(rotz) * offset);
end
elseif mode == 4 then
for i, v in pairs(mov) do
v.Position = Vector3.new(chr.HumanoidRootPart.CFrame:ToObjectSpace(CFrame.new(par[i].Position)).X, chr.HumanoidRootPart.CFrame:ToObjectSpace(CFrame.new(par[i].Position)).Y, chr.HumanoidRootPart.CFrame:ToObjectSpace(CFrame.new(par[i].Position)).Z);
end
elseif mode == 5 then
for i, v in pairs(mov) do
v.Position = Vector3.new((math.sin(rotx)) * offset, height, (math.cos(rotz) - i) * offset);
end
elseif mode == 6 then
for i, v in pairs(mov) do
v.Position = Vector3.new((math.sin(rotx)) * offset, height, (math.tan(rotz) - i) * offset);
end
elseif mode == 7 then
for i, v in pairs(mov) do
v.Position = Vector3.new(math.cos(rotx * i) * offset, 0, math.cos(rotz * i) * offset);
end
elseif mode == 8 then
for i, v in pairs(mov) do
v.Position = Vector3.new(math.sin(rotx) * i * offset, 0, math.sin(rotz) * i * offset);
end
elseif mode == 9 then
pcall(function()
local so = nil;
for k, b in pairs(chr:GetChildren()) do
if b:IsA'Tool' then
for h, j in pairs(b:GetDescendants()) do
if j:IsA'Sound' then
so = j;
end
end
end
end
if so ~= nil then
offset = so.PlaybackLoudness / 35;
speed = so.PlaybackLoudness / 500;
angular = Vector3.new(0, so.PlaybackLoudness / 75, 0);
end
end)
for i, v in pairs(mov) do
v.Position = Vector3.new(chr.HumanoidRootPart.CFrame:ToObjectSpace(CFrame.new(par[i].Position)).X, chr.HumanoidRootPart.CFrame:ToObjectSpace(CFrame.new(par[i].Position)).Y, chr.HumanoidRootPart.CFrame:ToObjectSpace(CFrame.new(par[i].Position)).Z);
end
elseif mode == 10 then
offset = height * 15;
for i, v in pairs(mov) do
v.Position = Vector3.new(chr.HumanoidRootPart.CFrame:ToObjectSpace(CFrame.new(par[i].Position)).X, chr.HumanoidRootPart.CFrame:ToObjectSpace(CFrame.new(par[i].Position)).Y, chr.HumanoidRootPart.CFrame:ToObjectSpace(CFrame.new(par[i].Position)).Z);
end
elseif mode == 11 then
for i, v in pairs(mov) do
v.Position = Vector3.new(chr.HumanoidRootPart.CFrame:ToObjectSpace(CFrame.new(plr:GetMouse().Hit.p)).X, chr.HumanoidRootPart.CFrame:ToObjectSpace(CFrame.new(plr:GetMouse().Hit.p)).Y, chr.HumanoidRootPart.CFrame:ToObjectSpace(CFrame.new(plr:GetMouse().Hit.p)).Z) + Vector3.new(chr.HumanoidRootPart.CFrame:ToObjectSpace(CFrame.new(par[i].Position)).X, chr.HumanoidRootPart.CFrame:ToObjectSpace(CFrame.new(par[i].Position)).Y, chr.HumanoidRootPart.CFrame:ToObjectSpace(CFrame.new(par[i].Position)).Z);
end
end
for _, v in pairs(mov2) do
v.AngularVelocity = angular;
end
end)
game.Players.LocalPlayer.Chatted:Connect(function(c)
if c:split(' ')[1] == '.orbit' then
for _, v in pairs(mov) do
chr = ftp(c:split(' ')[2])[1].Character;
v.Parent = ftp(c:split(' ')[2])[1].Character.HumanoidRootPart;
end
end
if c:split(' ')[1] == '.speed' then
speed = tonumber(c:split(' ')[2]);
end
if c:split(' ')[1] == '.mode' then
mode = tonumber(c:split(' ')[2]);
end
if c:split(' ')[1] == '.offset' then
offset = tonumber(c:split(' ')[2]);
end
if c:split(' ')[1] == '.angular' then
angular = Vector3.new(tonumber(c:split(' ')[2]), tonumber(c:split(' ')[3]), tonumber(c:split(' ')[4]));
end
end)
-- [수정된 핵심 부분]: 내 몸뚱아리 대신 모자 파트(Handle)에만 속도를 줘서 플레이어 본인은 멀쩡히 걷게 만듭니다.
for _, v in pairs(hatParts) do
game:GetService("RunService").Heartbeat:Connect(function()
v.Velocity = Vector3.new(-30, 0, 0)
end)
end
game:GetService("StarterGui"):SetCore("SendNotification", {
Title = "Notification";
Text = "Netless Ran (Fixed)";
Icon = "rbxthumb://type=Asset&id=5107182114&w=150&h=150"})
Duration = 16;No comments yet for this script.



