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Cyclist
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Cyclist
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local HatChar = game.Players.LocalPlayer.Character
HumanDied = false
local reanim
function noplsmesh(hat)
_G.OldCF=workspace.Camera.CFrame
oldchar=game.Players.LocalPlayer.Character
game.Players.LocalPlayer.Character=workspace[game.Players.LocalPlayer.Name]
for i,v in next, workspace[game.Players.LocalPlayer.Name][hat]:GetDescendants() do
if v:IsA('Mesh') or v:IsA('SpecialMesh') then
end
end
end
_G.ClickFling=false -- Set this to true if u want.
loadstring(game:HttpGet(('https://raw.githubusercontent.com/OofHead-FE/nexo-before-deleted/main/NexoPD'),true))()
IT = Instance.new
CF = CFrame.new
VT = Vector3.new
RAD = math.rad
C3 = Color3.new
UD2 = UDim2.new
BRICKC = BrickColor.new
ANGLES = CFrame.Angles
EULER = CFrame.fromEulerAnglesXYZ
COS = math.cos
ACOS = math.acos
SIN = math.sin
ASIN = math.asin
ABS = math.abs
MRANDOM = math.random
FLOOR = math.floor
speed = 1
sine = 1
srv = game:GetService('RunService')
function hatset(yes,part,c1,c0,nm)
reanim[yes].Handle.AccessoryWeld.Part1=reanim[part]
reanim[yes].Handle.AccessoryWeld.C1=c1 or CFrame.new()
reanim[yes].Handle.AccessoryWeld.C0=c0 or CFrame.new()--3bbb322dad5929d0d4f25adcebf30aa5
if nm==true then
noplsmesh(yes)
end
end
function setuptrail(parent,Pos1,Pos2,Color,LT,LE,Texture)
IT = Instance.new
local Part1 = parent
local A1 = IT("Attachment",Part1)
A1.Position = Pos1
A1.Name = "ATH10"
local B1 = IT("Attachment",Part1)
B1.Position = Pos2
B1.Name = "ATH11"
local Trail1 = IT("Trail",Part1)
Trail1.Name = "Nexo Trail"
Trail1.Color = Color
Trail1.Attachment0 = B1
Trail1.Attachment1 = A1
Trail1.Lifetime = LT
Trail1.LightEmission = LE
Trail1.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0, 0),NumberSequenceKeypoint.new(1, 1)})
Trail1.Texture = Texture
Trail1.Enabled = true
end
-- |
--put the setup trail below v
--put the hat script converted below
reanim = game.Players.LocalPlayer.Character.CWExtra.NexoPD
RJ = reanim.HumanoidRootPart.RootJoint
RS = reanim.Torso['Right Shoulder']
LS = reanim.Torso['Left Shoulder']
RH = reanim.Torso['Right Hip']
LH = reanim.Torso['Left Hip']
Root = reanim.HumanoidRootPart
NECK = reanim.Torso.Neck
NECK.C0 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
NECK.C1 = CF(0,-0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RJ.C1 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RJ.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RS.C1 = CF(-0,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
LS.C1 = CF(0,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RH.C1 = CF(0.5,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
LH.C1 = CF(-0.5,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
LH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
LS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
coroutine.wrap(function()
while true do -- anim changer
if HumanDied then break end
sine = sine + speed
if Root.Velocity.y > 1 then -- jump
NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),-1.45+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(30+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
RS.C0=RS.C0:Lerp(CFrame.new(1+0*math.cos(sine/10),0.5+0*math.cos(sine/10),-0.5+0*math.cos(sine/10))*CFrame.Angles(math.rad(60+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(-17.5+0*math.cos(sine/10))),.2)
LS.C0=LS.C0:Lerp(CFrame.new(-1+0*math.cos(sine/10),0.5+0*math.cos(sine/10),-0.5+0*math.cos(sine/10))*CFrame.Angles(math.rad(60+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(17.5+0*math.cos(sine/10))),.2)
RH.C0=RH.C0:Lerp(CFrame.new(1+0*math.cos(sine/10),-0.9+0*math.cos(sine/10),-0.3+0*math.cos(sine/10))*CFrame.Angles(math.rad(20+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
LH.C0=LH.C0:Lerp(CFrame.new(-1+0*math.cos(sine/10),0.25+0*math.cos(sine/10),-0.25+0*math.cos(sine/10))*CFrame.Angles(math.rad(-10+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
elseif Root.Velocity.y < -1 then -- fall
NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),-1.45+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(30+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
RS.C0=RS.C0:Lerp(CFrame.new(1+0*math.cos(sine/10),0.5+0*math.cos(sine/10),-0.5+0*math.cos(sine/10))*CFrame.Angles(math.rad(60+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(-17.5+0*math.cos(sine/10))),.2)
LS.C0=LS.C0:Lerp(CFrame.new(-1+0*math.cos(sine/10),0.5+0*math.cos(sine/10),-0.5+0*math.cos(sine/10))*CFrame.Angles(math.rad(60+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(17.5+0*math.cos(sine/10))),.2)
RH.C0=RH.C0:Lerp(CFrame.new(1+0*math.cos(sine/10),-0.9+0*math.cos(sine/10),-0.3+0*math.cos(sine/10))*CFrame.Angles(math.rad(20+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
LH.C0=LH.C0:Lerp(CFrame.new(-1+0*math.cos(sine/10),0.25+0*math.cos(sine/10),-0.25+0*math.cos(sine/10))*CFrame.Angles(math.rad(-10+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
elseif Root.Velocity.Magnitude < 2 then -- idle
hatset('Back Bike','Torso',CFrame.new(),reanim['Back Bike'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),1.75+0*math.cos(sine/13),-1.25+0*math.cos(sine/13))*ANGLES(RAD(-10+0*math.cos(sine/13)),RAD(180+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),1),true)
NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),0.55+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(10+0*math.cos(sine/10))),.2)
RS.C0=RS.C0:Lerp(CFrame.new(1+0*math.cos(sine/10),0.5+0*math.cos(sine/10),-0.5+0*math.cos(sine/10))*CFrame.Angles(math.rad(60+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(-17.5+0*math.cos(sine/10))),.2)
LS.C0=LS.C0:Lerp(CFrame.new(-1+0*math.cos(sine/10),0.5+0*math.cos(sine/10),-0.5+0*math.cos(sine/10))*CFrame.Angles(math.rad(60+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(17.5+0*math.cos(sine/10))),.2)
RH.C0=RH.C0:Lerp(CFrame.new(1+0*math.cos(sine/10),-0.9+0*math.cos(sine/10),-0.3+0*math.cos(sine/10))*CFrame.Angles(math.rad(20+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
LH.C0=LH.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),-1.5+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(-20+0*math.cos(sine/10))),.2)
elseif Root.Velocity.Magnitude < 20 then -- walk
hatset('Back Bike','Torso',CFrame.new(),reanim['Back Bike'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),1.75+0*math.cos(sine/13),-1.25+0*math.cos(sine/13))*ANGLES(RAD(-10+0*math.cos(sine/13)),RAD(180+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),1),true)
NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),0.55+0.05*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
RS.C0=RS.C0:Lerp(CFrame.new(1+0*math.cos(sine/10),0.5+0*math.cos(sine/10),-0.5+0*math.cos(sine/10))*CFrame.Angles(math.rad(60+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(-17.5+0*math.cos(sine/10))),.2)
LS.C0=LS.C0:Lerp(CFrame.new(-1+0*math.cos(sine/10),0.5+0*math.cos(sine/10),-0.5+0*math.cos(sine/10))*CFrame.Angles(math.rad(60+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(17.5+0*math.cos(sine/10))),.2)
RH.C0=RH.C0:Lerp(CFrame.new(1+0*math.cos(sine/10),-0.4+-0.5*math.cos(sine/10),-0.3+-0.75*math.cos(sine/10))*CFrame.Angles(math.rad(0+10*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
LH.C0=LH.C0:Lerp(CFrame.new(-1+0*math.cos(sine/10),-0.5+0.5*math.cos(sine/10),0+0.75*math.cos(sine/10))*CFrame.Angles(math.rad(0+-10*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
elseif Root.Velocity.Magnitude > 20 then -- run
end
srv.RenderStepped:Wait()
end
end)()