--Friction Reducer for _, v in pairs(workspace:GetDescendants()) do if v:IsA("Part") or v:IsA("BasePart") or v:IsA("MeshPart") then -- PhysicalProperties.new(density, friction, elasticity, frictionweight, elasticityweight) v.CustomPhysicalProperties = PhysicalProperties.new(0.3, 0, 0, 6, 1) end end
--Player Acceleration local Player = game.Players.LocalPlayer local Character = Player.Character or Player.CharacterAdded():Wait() local Humanoid = Character.Humanoid local Root = Character.HumanoidRootPart local BaseWaitTimer = .4 local MinSpeed = 12 local MaxSpeed = 55 local WaitTimer = BaseWaitTimer Humanoid.WalkSpeed = MinSpeed function Start() local MoveDirDB = false local function Accelerate() if Humanoid.MoveDirection ~= Vector3.new(0, 0, 0) and MoveDirDB == false and Humanoid.WalkSpeed < MaxSpeed then MoveDirDB = true while Humanoid.MoveDirection ~= Vector3.new(0, 0, 0) and Humanoid.WalkSpeed < MaxSpeed do Humanoid.WalkSpeed = Humanoid.WalkSpeed + 1 wait(WaitTimer) WaitTimer = WaitTimer / 1.1 end MoveDirDB = false elseif Humanoid.MoveDirection == Vector3.new(0, 0, 0) then WaitTimer = BaseWaitTimer Humanoid.WalkSpeed = MinSpeed end end Humanoid:GetPropertyChangedSignal("MoveDirection"):Connect(Accelerate) end Start()
We be making evade with this one 🔥🔥
SKIBIDI TOILET 🗣️🔥🔥🔥
Skibuhdi
The scripts mentioned in the video:
--Friction Reducer
for _, v in pairs(workspace:GetDescendants()) do
if v:IsA("Part") or v:IsA("BasePart") or v:IsA("MeshPart") then
-- PhysicalProperties.new(density, friction, elasticity, frictionweight, elasticityweight)
v.CustomPhysicalProperties = PhysicalProperties.new(0.3, 0, 0, 6, 1)
end
end
--Player Acceleration
local Player = game.Players.LocalPlayer
local Character = Player.Character or Player.CharacterAdded():Wait()
local Humanoid = Character.Humanoid
local Root = Character.HumanoidRootPart
local BaseWaitTimer = .4
local MinSpeed = 12
local MaxSpeed = 55
local WaitTimer = BaseWaitTimer
Humanoid.WalkSpeed = MinSpeed
function Start()
local MoveDirDB = false
local function Accelerate()
if Humanoid.MoveDirection ~= Vector3.new(0, 0, 0) and MoveDirDB == false and Humanoid.WalkSpeed < MaxSpeed then
MoveDirDB = true
while Humanoid.MoveDirection ~= Vector3.new(0, 0, 0) and Humanoid.WalkSpeed < MaxSpeed do
Humanoid.WalkSpeed = Humanoid.WalkSpeed + 1
wait(WaitTimer)
WaitTimer = WaitTimer / 1.1
end
MoveDirDB = false
elseif Humanoid.MoveDirection == Vector3.new(0, 0, 0) then
WaitTimer = BaseWaitTimer
Humanoid.WalkSpeed = MinSpeed
end
end
Humanoid:GetPropertyChangedSignal("MoveDirection"):Connect(Accelerate)
end
Start()
--Optional Bunny hopping
local l__LocalPlayer__1 = game:GetService("Players").LocalPlayer;
local v2 = l__LocalPlayer__1.Character or l__LocalPlayer__1.CharacterAdded:Wait();
local l__HumanoidRootPart__3 = v2:WaitForChild("HumanoidRootPart");
local v4 = Instance.new("BodyVelocity");
v4.Parent = l__HumanoidRootPart__3;
local u1 = nil;
local l__Humanoid__2 = v2:WaitForChild("Humanoid");
local u3 = false;
canjump = 10;
local function u4()
u1 = l__Humanoid__2:GetState();
if u1 ~= Enum.HumanoidStateType.Freefall then
v4.MaxForce = Vector3.new(0, 0, 0);
v4.Velocity = l__HumanoidRootPart__3.Velocity;
u3 = false;
return;
end;
v4.MaxForce = Vector3.new(5000, 0, 5000);
if not u3 then
v4.Velocity = v4.Velocity * 0.9
u3 = true;
end;
v4.Velocity = v4.Velocity + l__Humanoid__2.MoveDirection * 1;
end;
game:GetService("RunService").RenderStepped:Connect(function()
u4();
canjump = math.clamp(canjump - 1, 0, 10);
end);
l__Humanoid__2.UseJumpPower = true;
game:GetService("UserInputService").JumpRequest:Connect(function()
if canjump == 0 then
l__Humanoid__2.JumpPower = 50
else
l__Humanoid__2.JumpPower = 0;
end;
canjump = 10;
end);
l__Humanoid__2.Died:Connect(function()
v4:Destroy();
end);
game:GetService("RunService").RenderStepped:Connect(function()
if canjump == 10 then
l__Humanoid__2.JumpPower = 50;
end
end)
Hi it's me prince_thedev
@@JoemarHornejaI know lol