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Fe Saitama

The document contains a Roblox script that animates a character model. The script loads a character model with various animation parts. It then defines animation modes for idle, running, jumping, attacking, and more. Coroutines are used to continuously change the part angles and positions to play animations based on the chosen mode and character movement. The script also mutes or adjusts the volume and pitch of a background sound effect.

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fan.dublers02
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0% found this document useful (0 votes)
348 views5 pages

Fe Saitama

The document contains a Roblox script that animates a character model. The script loads a character model with various animation parts. It then defines animation modes for idle, running, jumping, attacking, and more. Coroutines are used to continuously change the part angles and positions to play animations based on the chosen mode and character movement. The script also mutes or adjusts the volume and pitch of a background sound effect.

Uploaded by

fan.dublers02
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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Fe Saitamaprint('Saitama Made by mugaga#2801')

--Saitama
--Made by mugaga#2801
--For The Script To Execute You Need:
--https://web.roblox.com/catalog/6470135113/Fan-Hand-Sign-Why-Dont-We-WDW
--R - Main Idle
--E - Barrage
--Click - Punch
for i,v in next, game:GetService("Players").LocalPlayer.Character:GetDescendants()
do
if v:IsA("BasePart") and v.Name ~="HumanoidRootPart" then
game:GetService("RunService").Heartbeat:connect(function()
v.Velocity = Vector3.new(0,35,0)
wait(0.5)
end)
end
end

game:GetService("StarterGui"):SetCore("SendNotification", {
Title = "Notification";
Text = "Netless activated";
Icon = "rbxthumb://type=Asset&id=5107182114&w=150&h=150"})
Duration = 16;
local HatChar = game.Players.LocalPlayer.Character
local Hat = HatChar:FindFirstChild("WDW_FoamFinger")

Hat.Handle.SpecialMesh:Destroy()

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
v:Remove()
end
end
game.Players.LocalPlayer.Character=oldchar
wait()
workspace.Camera.CFrame=_G.OldCF
game.Players.LocalPlayer.Character=oldchar
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

--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(-0.5,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
LS.C1 = CF(0.5,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
LH.C1 = CF(0,1,0)*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))

Mode='1'

mousechanger=game.Players.LocalPlayer:GetMouse().KeyDown:Connect(function(k)
if k == 'r' then-- first mode
Mode='1'
elseif k == 'e' then-- second mode
Mode='2'
elseif k == 'urkeybind' then-- third mode
Mode='3'
end
end)
attacklol=game.Players.LocalPlayer:GetMouse().Button1Down:Connect(function()
Mode='Attack0'
wait(1) -- Time Of Attack
Mode='Attack1'
end)

coroutine.wrap(function()
while true do -- anim changer
if HumanDied then mousechanger:Disconnect() break end
sine = sine + speed
local rlegray = Ray.new(reanim["Right Leg"].Position + Vector3.new(0, 0.5, 0),
Vector3.new(0, -2, 0))
local rlegpart, rlegendPoint = workspace:FindPartOnRay(rlegray, char)
local llegray = Ray.new(reanim["Left Leg"].Position + Vector3.new(0, 0.5, 0),
Vector3.new(0, -2, 0))
local llegpart, llegendPoint = workspace:FindPartOnRay(llegray, char)
local rightvector = (Root.Velocity * Root.CFrame.rightVector).X + (Root.Velocity *
Root.CFrame.rightVector).Z
local lookvector = (Root.Velocity * Root.CFrame.lookVector).X + (Root.Velocity *
Root.CFrame.lookVector).Z
if lookvector > reanim.Humanoid.WalkSpeed then
lookvector = reanim.Humanoid.WalkSpeed
end
if lookvector < -reanim.Humanoid.WalkSpeed then
lookvector = -reanim.Humanoid.WalkSpeed
end
if rightvector > reanim.Humanoid.WalkSpeed then
rightvector = reanim.Humanoid.WalkSpeed
end
if rightvector < -reanim.Humanoid.WalkSpeed then
rightvector = -reanim.Humanoid.WalkSpeed
end
local lookvel = lookvector / reanim.Humanoid.WalkSpeed
local rightvel = rightvector / reanim.Humanoid.WalkSpeed
if Mode == '1' then
if Root.Velocity.y > 1 then -- jump
--jump clerp here
elseif Root.Velocity.y < -1 then -- fall
--fall clerp here
elseif Root.Velocity.Magnitude < 2 xss=removed xss=removed xss=removed xss=removed
xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed
xss=removed xss=removed xss=removed> 20 then -- run
--run clerp here
end
elseif Mode == '2' then
if Root.Velocity.y > 1 then -- jump
--jump clerp here
elseif Root.Velocity.y &lt; -1 then -- fall
--fall clerp here
elseif Root.Velocity.Magnitude < 2 xss=removed xss=removed xss=removed xss=removed
xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed
xss=removed xss=removed xss=removed> 20 then -- run
--run clerp here
end
elseif Mode == '3' then
if Root.Velocity.y > 1 then -- jump
--jump clerp here
elseif Root.Velocity.y &lt; -1 then -- fall
--fall clerp here
elseif Root.Velocity.Magnitude < 2> 20 then -- run
--run clerp here
end
elseif Mode == 'Attack0' then
NECK.C0 =
NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/
13))*ANGLES(RAD(5+0*math.cos(sine/13)),RAD(-37+0*math.cos(sine/
13)),RAD(1+0*math.cos(sine/13))),.3)
RJ.C0 =
RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0.1*math.cos(sine/13),0+0*math.cos(sine/
13))*ANGLES(RAD(-13+0*math.cos(sine/13)),RAD(30+0*math.cos(sine/
13)),RAD(0+0*math.cos(sine/13))),.3)
RS.C0 =
RS.C0:Lerp(CF(1+0*math.cos(sine/13),0.5+0*math.cos(sine/13),0+0*math.cos(sine/
13))*ANGLES(RAD(105+0*math.cos(sine/13)),RAD(18+0*math.cos(sine/
13)),RAD(30+0*math.cos(sine/13))),.3)
LS.C0 =
LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0+0.1*math.cos(sine/13),0+0*math.cos(sine/
13))*ANGLES(RAD(101+0*math.cos(sine/13)),RAD(18+0*math.cos(sine/13)),RAD(-
44+0*math.cos(sine/13))),.3)
RH.C0 =
RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1+-0.1*math.cos(sine/13),0+0*math.cos(sine/
13))*ANGLES(RAD(18+0*math.cos(sine/13)),RAD(-51+0*math.cos(sine/
13)),RAD(12+0*math.cos(sine/13))),.3)
LH.C0 =
LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+-0.1*math.cos(sine/13),0+0*math.cos(sine/
13))*ANGLES(RAD(3+0*math.cos(sine/13)),RAD(-2+0*math.cos(sine/13)),RAD(-
4+0*math.cos(sine/13))),.3)
reanim['WDW_FoamFinger'].Handle.AccessoryWeld.C0 =
reanim['WDW_FoamFinger'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/
2),0.6+0*math.cos(sine/2),-0.5+0*math.cos(sine/2))*ANGLES(RAD(0+0*math.cos(sine/
2)),RAD(0+0*math.cos(sine/2)),RAD(0+0*math.cos(sine/2))),.3)
elseif Mode == 'Attack1' then
NECK.C0 =
NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/
13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/
13)),RAD(0+0*math.cos(sine/13))),.3)
RJ.C0 =
RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0.1*math.cos(sine/13),0+0*math.cos(sine/
13))*ANGLES(RAD(-13+0*math.cos(sine/13)),RAD(-30+0*math.cos(sine/
13)),RAD(0+0*math.cos(sine/13))),.3)
RS.C0 =
RS.C0:Lerp(CF(1+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/
13))*ANGLES(RAD(101+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/
13)),RAD(14+0*math.cos(sine/13))),.3)
LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0.5+0.1*math.cos(sine/13),-
1+0*math.cos(sine/13))*ANGLES(RAD(105+0*math.cos(sine/13)),RAD(-
15+0*math.cos(sine/13)),RAD(-15+0*math.cos(sine/13))),.3)
RH.C0 =
RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1+-0.1*math.cos(sine/13),0+0*math.cos(sine/
13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/
13)),RAD(0+0*math.cos(sine/13))),.3)
LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+-0.1*math.cos(sine/13),-
0.2+0*math.cos(sine/13))*ANGLES(RAD(21+0*math.cos(sine/
13)),RAD(30+0*math.cos(sine/13)),RAD(-11+0*math.cos(sine/13))),.3)
reanim['WDW_FoamFinger'].Handle.AccessoryWeld.C0 =
reanim['WDW_FoamFinger'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/
2),0.6+0*math.cos(sine/2),-0.5+0*math.cos(sine/2))*ANGLES(RAD(21+2*math.cos(sine/
2)),RAD(0+0*math.cos(sine/2)),RAD(0+0*math.cos(sine/2))),.3)
end
srv.RenderStepped:Wait()
end
end)()

--This was copied from neptunian V


local muter = false
local ORGID = 335167645
local ORVOL = 1.15
local ORPIT = 1.01
local kan = Instance.new("Sound",char)
kan.Volume = 0
if not NoSound then
kan.Volume = 1.15
end
kan.TimePosition = 0
kan.PlaybackSpeed = 1.01
kan.Pitch = 1.01
kan.SoundId = "rbxassetid://335167645"
kan.Name = "Saitama"
kan.Looped = true
kan:Play()
--Created using Nexo Animator

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