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--Made by : UNKNOWN

setsimulationradius(math.huge, math.huge)

local mouse = game.Players.LocalPlayer:GetMouse()

game.Players.LocalPlayer.Character.Archivable = true
game.Players.LocalPlayer.Character.Animate.Disabled = true
local clonec = game.Players.LocalPlayer.Character:Clone()
clonec.Parent = workspace
clonec.Name = "POOCLONE"
clonec.Humanoid.HipHeight = -0.5
game.Players.LocalPlayer.Character = clonec
clonec.Animate.Disabled = false

workspace.Camera.CameraSubject = clonec.Humanoid
game.Players.LocalPlayer.Character = workspace[game.Players.LocalPlayer.Name]
game.Players.LocalPlayer.Character.Animate.Disabled = true
---game.Players.LocalPlayer.Character.HumanoidRootPart.Anchored = true
game.Players.LocalPlayer.Character.Humanoid.Animator:Destroy()

spawn(function()

while true do
if game.Players.LocalPlayer.Character:FindFirstChild("Humanoid") then
clonec.Humanoid.Jump = game.Players.LocalPlayer.Character.Humanoid.Jump

local veco =
workspace.Camera.CFrame:VectorToObjectSpace(game.Players.LocalPlayer.Character.Huma
noid.MoveDirection)
clonec.Humanoid:Move(veco, true)

end
wait()
end

end)

for i,v in pairs(clonec:GetDescendants())do

if v:IsA("Part") then
v.Transparency = 1
end
end

--Pavuk by diemiers#4209

local bodyvelocity =
Instance.new("BodyVelocity",game.Players.LocalPlayer.Character["HumanoidRootPart"])
bodyvelocity.MaxForce = Vector3.new(9.9999999805064e+18, 9.999999869911e+14,
9.999999869911e+14)
bodyvelocity.Velocity = Vector3.new(0, 0, 0)
game:GetService("RunService").Stepped:connect(function()

game.Players.LocalPlayer.Character.Torso.CanCollide = false
game.Players.LocalPlayer.Character.Head.CanCollide = false
game.Players.LocalPlayer.Character.HumanoidRootPart.CanCollide = false
game.Players.LocalPlayer.Character.Humanoid.PlatformStand = true
game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame =
(clonec.HumanoidRootPart.CFrame * CFrame.Angles(math.rad(-90),0,0)) *
CFrame.new(0,-0,-1)
game.Players.LocalPlayer.Character.HumanoidRootPart.Velocity =
Vector3.new(0,0,0)
game.Players.LocalPlayer.Character.HumanoidRootPart.RotVelocity =
Vector3.new(0,0,0)

end)

local segments = Instance.new("Folder")


local part = Instance.new("Part")
local part_2 = Instance.new("Part")

segments.Name = "segments"
segments.Parent = workspace
part.Anchored = true
part.CanCollide = false
part.Transparency = 1
part.Size = Vector3.new(1, 1, 2)
part.BottomSurface = Enum.SurfaceType.Smooth
part.BrickColor = BrickColor.new("Alder")
part.TopSurface = Enum.SurfaceType.Smooth
part.Color = Color3.new(0.666667, 0.333333, 1)
part.Parent = segments
part.Name = "seg1"
part.CFrame = CFrame.new(-4.1, 2.1, -37.5)
part_2.Anchored = true
part_2.CanCollide = false
part_2.Size = Vector3.new(1, 1, 2)
part_2.BottomSurface = Enum.SurfaceType.Smooth
part_2.BrickColor = BrickColor.new("Cool yellow")
part_2.TopSurface = Enum.SurfaceType.Smooth
part_2.Color = Color3.new(0.992157, 0.917647, 0.552941)
part_2.Parent = segments
part_2.CFrame = CFrame.new(-4.1, 2.1, -37.5)
part_2.Name = "seg2"
part_2.Transparency = 1

local segments2 = Instance.new("Folder")


local part = Instance.new("Part")
local part_2 = Instance.new("Part")

segments2.Name = "segments2"
segments2.Parent = workspace
part.Anchored = true
part.CanCollide = false
part.Size = Vector3.new(1, 1, 2)
part.BottomSurface = Enum.SurfaceType.Smooth
part.BrickColor = BrickColor.new("Alder")
part.TopSurface = Enum.SurfaceType.Smooth
part.Name = "seg1"
part.Color = Color3.new(0.666667, 0.333333, 1)
part.Parent = segments2
part.CFrame = CFrame.new(-4.1, 2.1, -37.5)
part_2.Anchored = true
part_2.CanCollide = false
part_2.Size = Vector3.new(1, 1, 2)
part_2.BottomSurface = Enum.SurfaceType.Smooth
part_2.BrickColor = BrickColor.new("Alder")
part_2.TopSurface = Enum.SurfaceType.Smooth
part_2.Color = Color3.new(0.666667, 0.333333, 1)
part_2.Parent = segments2
part_2.CFrame = CFrame.new(-4.1, 2.1, -37.5)
part_2.Name = "seg2"
part_2.Transparency = 1
part.Transparency = 1

local leg1 = Instance.new("Part")


leg1.Anchored = true
leg1.Size = Vector3.new(0.5, 0.2, 0.5)
leg1.BottomSurface = Enum.SurfaceType.Smooth
leg1.Color = Color3.new(0, 1, 0)
leg1.BrickColor = BrickColor.new("New Yeller")
leg1.TopSurface = Enum.SurfaceType.Smooth
leg1.Name = "leg1"
leg1.Parent = workspace
leg1.CFrame = CFrame.new(-31.15, 0.1, 8.65)
leg1.CanCollide = false
leg1.Transparency = 1

local leg1 =workspace.leg1:Clone()


leg1.Parent = workspace

local leg2= workspace.leg1:Clone()


leg2.Parent = workspace

local lp = game.Players.LocalPlayer
local head = game.Players.LocalPlayer.Character.Head

function coffset(x,y,z)
return (head.CFrame * CFrame.new(x,y,z)).Position
end

mouse.KeyDown:connect(function(k)

if k == "z" then

leg1.Position = mouse.Hit.Position
elseif k == "x" then

leg2.Position = mouse.Hit.Position
end
end)

spawn(function()
--
while true do

if game.Players.LocalPlayer.Character.Humanoid.MoveDirection.Magnitude >0.1 then


wait(1.6/lp.Character.Humanoid.WalkSpeed)

local ray1 =Ray.new(coffset(3,-0,0),Vector3.new(0,-10,0) )


local hit,pos = workspace:FindPartOnRayWithIgnoreList(ray1,
{leg1,leg2,lp.Character})
if pos then
leg1.Position = pos
end

wait(1.6/lp.Character.Humanoid.WalkSpeed)
local ray2 =Ray.new(coffset(-3,-0,0),Vector3.new(0,-10,0) )
local hit,pos = workspace:FindPartOnRayWithIgnoreList(ray2,
{leg1,leg2,lp.Character})
if pos then
leg2.Position = pos
end

end
game:GetService("RunService").RenderStepped:wait()
end

end)

spawn(function()

local mouse = game.Players.LocalPlayer:GetMouse()

local len = 2

local offset = Vector3.new(1,-3,0)

local offset = Vector3.new(1,-1,0)

local segs = {}

local posn = game.Players.LocalPlayer.Character.Head.Position + Vector3.new(0,-


2.5,0)
for i,v in pairs(workspace.segments:GetChildren()) do

table.insert(segs,v)

end

function vectorabsy(vec)
local v = Vector3.new(vec.X,math.abs(vec.Y),vec.Z)
return v
end

local count = #segs

while true do

for i = 1,5 do

for i = 1,count do

if i == 1 then

local seg = segs[i]

local pos1 = segs[i].Position - (segs[i].CFrame.LookVector*


(len/2) ) -- Calculating position that is on back of the part
local pos2 =leg1.Position
local vec = (pos2 - pos1).Unit

local cframe = CFrame.new(pos2 - (vec*(len/2) ),pos2)

seg.CFrame = cframe

else
local seg = segs[i]
local pos1 = segs[i].Position - (segs[i].CFrame.LookVector*
(len/2) )
local pos2 = segs[i-1].Position - (segs[i-
1].CFrame.LookVector* (len/2) )
local vec = (pos2 - pos1).Unit
local cframe = CFrame.new(pos2 - (vec*(len/2) ),pos2)

seg.CFrame = cframe
end

end

--Back
for i = 1,count do

local i = ( count - i ) + 1
if i == count then

local seg = segs[i]

local pos1 = segs[i].Position + (segs[i].CFrame.LookVector*


(len/2) ) -- Calculating position that is on back of the part
local pos2 =(game.Players.LocalPlayer.Character.Head.CFrame *
CFrame.new(offset)).Position
local vec =(pos2 - pos1).Unit
if vec.Y > 0 then

vec = Vector3.new(vec.X, vec.Y-0.01 ,vec.Z)

end

local cframe = CFrame.new(pos2 - (vec*(len/2) ),pos2) *


CFrame.Angles(0,math.rad(-180),0)

seg.CFrame =cframe

else
local seg = segs[i]
local pos1 = segs[i].Position + (segs[i].CFrame.LookVector*
(len/2) )

local pos2 = segs[i+1].Position +


(segs[i+1].CFrame.LookVector* (len/2) )
local vec = (pos2 - pos1).Unit

local cframe = CFrame.new(pos2 - (vec*(len/2) ),pos2) *


CFrame.Angles(0,math.rad(-180),0)

seg.CFrame = cframe
end

end

end
game:GetService("RunService").Heartbeat:wait()
end

end)

spawn(function()

local mouse = game.Players.LocalPlayer:GetMouse()

local len = 2
local offset = Vector3.new(-1,-1,0)

local segs = {}

local posn = game.Players.LocalPlayer.Character.Head.Position + Vector3.new(0,-


2.5,0)

for i,v in pairs(workspace.segments2:GetChildren()) do

table.insert(segs,v)

end

function vectorabsy(vec)
local v = Vector3.new(vec.X,math.abs(vec.Y),vec.Z)
return v
end

local count = #segs

while true do

for i = 1,5 do

for i = 1,count do

if i == 1 then

local seg = segs[i]

local pos1 = segs[i].Position - (segs[i].CFrame.LookVector*


(len/2) ) -- Calculating position that is on back of the part
local pos2 =leg2.Position
local vec = (pos2 - pos1).Unit

local cframe = CFrame.new(pos2 - (vec*(len/2) ),pos2)

seg.CFrame = cframe

else
local seg = segs[i]
local pos1 = segs[i].Position - (segs[i].CFrame.LookVector*
(len/2) )
local pos2 = segs[i-1].Position - (segs[i-
1].CFrame.LookVector* (len/2) )
local vec = (pos2 - pos1).Unit
local cframe = CFrame.new(pos2 - (vec*(len/2) ),pos2)

seg.CFrame = cframe
end

end

--Back

for i = 1,count do

local i = ( count - i ) + 1
if i == count then

local seg = segs[i]

local pos1 = segs[i].Position + (segs[i].CFrame.LookVector*


(len/2) ) -- Calculating position that is on back of the part
local pos2 =(game.Players.LocalPlayer.Character.Head.CFrame *
CFrame.new(offset)).Position
local vec =(pos2 - pos1).Unit
if vec.Y > 0 then

vec = Vector3.new(vec.X, vec.Y-0.01 ,vec.Z)

end

local cframe = CFrame.new(pos2 - (vec*(len/2) ),pos2) *


CFrame.Angles(0,math.rad(-180),0)

seg.CFrame =cframe

else
local seg = segs[i]
local pos1 = segs[i].Position + (segs[i].CFrame.LookVector*
(len/2) )

local pos2 = segs[i+1].Position +


(segs[i+1].CFrame.LookVector* (len/2) )
local vec = (pos2 - pos1).Unit

local cframe = CFrame.new(pos2 - (vec*(len/2) ),pos2) *


CFrame.Angles(0,math.rad(-180),0)

seg.CFrame = cframe
end

end

end
game:GetService("RunService").Heartbeat:wait()
end

end)

game.Players.LocalPlayer.Character.Torso["Right Shoulder"]:Destroy()
game.Players.LocalPlayer.Character.Torso["Left Shoulder"]:Destroy()
game.Players.LocalPlayer.Character.Torso["Right Hip"]:Destroy()
game.Players.LocalPlayer.Character.Torso["Left Hip"]:Destroy()

local bodyvelocity =
Instance.new("BodyVelocity",game.Players.LocalPlayer.Character["Right Arm"])
bodyvelocity.MaxForce = Vector3.new(9.9999999805064e+18, 9.999999869911e+14,
9.999999869911e+14)
bodyvelocity.Velocity = Vector3.new(0, 200, 0)

local bodyvelocity =
Instance.new("BodyVelocity",game.Players.LocalPlayer.Character["Left Arm"])
bodyvelocity.MaxForce = Vector3.new(9.9999999805064e+18, 9.999999869911e+14,
9.999999869911e+14)
bodyvelocity.Velocity = Vector3.new(0, 200, 0)

local bodyvelocity =
Instance.new("BodyVelocity",game.Players.LocalPlayer.Character["Left Leg"])
bodyvelocity.MaxForce = Vector3.new(9.9999999805064e+18, 9.999999869911e+14,
9.999999869911e+14)
bodyvelocity.Velocity = Vector3.new(0, 200, 0)

local bodyvelocity =
Instance.new("BodyVelocity",game.Players.LocalPlayer.Character["Right Leg"])
bodyvelocity.MaxForce = Vector3.new(9.9999999805064e+18, 9.999999869911e+14,
9.999999869911e+14)
bodyvelocity.Velocity = Vector3.new(0, 200, 0)

spawn(function()

game.Players.LocalPlayer.Character.Humanoid.Died:connect(function()

segments:Destroy()
segments2:Destroy()

end)

game:GetService("RunService").Stepped:connect(function()
game.Players.LocalPlayer.Character["Right Arm"].CanCollide = false
game.Players.LocalPlayer.Character["Left Arm"].CanCollide = false

game.Players.LocalPlayer.Character["Right Leg"].CanCollide = false


game.Players.LocalPlayer.Character["Left Leg"].CanCollide = false

end)

repeat game:GetService("RunService").Heartbeat:wait()

game.Players.LocalPlayer.Character["Right Arm"].CFrame = segments.seg1


.CFrame * CFrame.Angles(math.rad(90),0,0 )
game.Players.LocalPlayer.Character["Left Arm"].CFrame =
segments.seg2.CFrame * CFrame.Angles(math.rad(90),0,0 )

game.Players.LocalPlayer.Character["Right Leg"].CFrame =
segments2.seg1.CFrame * CFrame.Angles(math.rad(90),0,0 )
game.Players.LocalPlayer.Character["Left Leg"].CFrame =
segments2.seg2.CFrame * CFrame.Angles(math.rad(90),0,0 )

until game.Players.LocalPlayer.Character.Humanoid.Health < 1

end)--Made by : UNKNOWN
setsimulationradius(math.huge, math.huge)

local mouse = game.Players.LocalPlayer:GetMouse()

game.Players.LocalPlayer.Character.Archivable = true
game.Players.LocalPlayer.Character.Animate.Disabled = true
local clonec = game.Players.LocalPlayer.Character:Clone()
clonec.Parent = workspace
clonec.Name = "POOCLONE"
clonec.Humanoid.HipHeight = -0.5
game.Players.LocalPlayer.Character = clonec
clonec.Animate.Disabled = false

workspace.Camera.CameraSubject = clonec.Humanoid
game.Players.LocalPlayer.Character = workspace[game.Players.LocalPlayer.Name]
game.Players.LocalPlayer.Character.Animate.Disabled = true
---game.Players.LocalPlayer.Character.HumanoidRootPart.Anchored = true
game.Players.LocalPlayer.Character.Humanoid.Animator:Destroy()

spawn(function()

while true do
if game.Players.LocalPlayer.Character:FindFirstChild("Humanoid") then
clonec.Humanoid.Jump = game.Players.LocalPlayer.Character.Humanoid.Jump

local veco =
workspace.Camera.CFrame:VectorToObjectSpace(game.Players.LocalPlayer.Character.Huma
noid.MoveDirection)
clonec.Humanoid:Move(veco, true)

end
wait()
end

end)

for i,v in pairs(clonec:GetDescendants())do

if v:IsA("Part") then
v.Transparency = 1
end
end

--Pavuk by diemiers#4209

local bodyvelocity =
Instance.new("BodyVelocity",game.Players.LocalPlayer.Character["HumanoidRootPart"])
bodyvelocity.MaxForce = Vector3.new(9.9999999805064e+18, 9.999999869911e+14,
9.999999869911e+14)
bodyvelocity.Velocity = Vector3.new(0, 0, 0)
game:GetService("RunService").Stepped:connect(function()

game.Players.LocalPlayer.Character.Torso.CanCollide = false
game.Players.LocalPlayer.Character.Head.CanCollide = false
game.Players.LocalPlayer.Character.HumanoidRootPart.CanCollide = false
game.Players.LocalPlayer.Character.Humanoid.PlatformStand = true
game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame =
(clonec.HumanoidRootPart.CFrame * CFrame.Angles(math.rad(-90),0,0)) *
CFrame.new(0,-0,-1)
game.Players.LocalPlayer.Character.HumanoidRootPart.Velocity =
Vector3.new(0,0,0)
game.Players.LocalPlayer.Character.HumanoidRootPart.RotVelocity =
Vector3.new(0,0,0)

end)

local segments = Instance.new("Folder")


local part = Instance.new("Part")
local part_2 = Instance.new("Part")

segments.Name = "segments"
segments.Parent = workspace
part.Anchored = true
part.CanCollide = false
part.Transparency = 1
part.Size = Vector3.new(1, 1, 2)
part.BottomSurface = Enum.SurfaceType.Smooth
part.BrickColor = BrickColor.new("Alder")
part.TopSurface = Enum.SurfaceType.Smooth
part.Color = Color3.new(0.666667, 0.333333, 1)
part.Parent = segments
part.Name = "seg1"
part.CFrame = CFrame.new(-4.1, 2.1, -37.5)
part_2.Anchored = true
part_2.CanCollide = false
part_2.Size = Vector3.new(1, 1, 2)
part_2.BottomSurface = Enum.SurfaceType.Smooth
part_2.BrickColor = BrickColor.new("Cool yellow")
part_2.TopSurface = Enum.SurfaceType.Smooth
part_2.Color = Color3.new(0.992157, 0.917647, 0.552941)
part_2.Parent = segments
part_2.CFrame = CFrame.new(-4.1, 2.1, -37.5)
part_2.Name = "seg2"
part_2.Transparency = 1

local segments2 = Instance.new("Folder")


local part = Instance.new("Part")
local part_2 = Instance.new("Part")

segments2.Name = "segments2"
segments2.Parent = workspace
part.Anchored = true
part.CanCollide = false
part.Size = Vector3.new(1, 1, 2)
part.BottomSurface = Enum.SurfaceType.Smooth
part.BrickColor = BrickColor.new("Alder")
part.TopSurface = Enum.SurfaceType.Smooth
part.Name = "seg1"
part.Color = Color3.new(0.666667, 0.333333, 1)
part.Parent = segments2
part.CFrame = CFrame.new(-4.1, 2.1, -37.5)
part_2.Anchored = true
part_2.CanCollide = false
part_2.Size = Vector3.new(1, 1, 2)
part_2.BottomSurface = Enum.SurfaceType.Smooth
part_2.BrickColor = BrickColor.new("Alder")
part_2.TopSurface = Enum.SurfaceType.Smooth
part_2.Color = Color3.new(0.666667, 0.333333, 1)
part_2.Parent = segments2
part_2.CFrame = CFrame.new(-4.1, 2.1, -37.5)
part_2.Name = "seg2"
part_2.Transparency = 1
part.Transparency = 1

local leg1 = Instance.new("Part")


leg1.Anchored = true
leg1.Size = Vector3.new(0.5, 0.2, 0.5)
leg1.BottomSurface = Enum.SurfaceType.Smooth
leg1.Color = Color3.new(0, 1, 0)
leg1.BrickColor = BrickColor.new("New Yeller")
leg1.TopSurface = Enum.SurfaceType.Smooth
leg1.Name = "leg1"
leg1.Parent = workspace
leg1.CFrame = CFrame.new(-31.15, 0.1, 8.65)
leg1.CanCollide = false
leg1.Transparency = 1

local leg1 =workspace.leg1:Clone()


leg1.Parent = workspace

local leg2= workspace.leg1:Clone()


leg2.Parent = workspace

local lp = game.Players.LocalPlayer
local head = game.Players.LocalPlayer.Character.Head

function coffset(x,y,z)
return (head.CFrame * CFrame.new(x,y,z)).Position
end

mouse.KeyDown:connect(function(k)
if k == "z" then

leg1.Position = mouse.Hit.Position
elseif k == "x" then

leg2.Position = mouse.Hit.Position
end

end)

spawn(function()
--
while true do

if game.Players.LocalPlayer.Character.Humanoid.MoveDirection.Magnitude >0.1 then


wait(1.6/lp.Character.Humanoid.WalkSpeed)

local ray1 =Ray.new(coffset(3,-0,0),Vector3.new(0,-10,0) )


local hit,pos = workspace:FindPartOnRayWithIgnoreList(ray1,
{leg1,leg2,lp.Character})
if pos then
leg1.Position = pos
end

wait(1.6/lp.Character.Humanoid.WalkSpeed)
local ray2 =Ray.new(coffset(-3,-0,0),Vector3.new(0,-10,0) )
local hit,pos = workspace:FindPartOnRayWithIgnoreList(ray2,
{leg1,leg2,lp.Character})
if pos then
leg2.Position = pos
end

end
game:GetService("RunService").RenderStepped:wait()
end

end)

spawn(function()

local mouse = game.Players.LocalPlayer:GetMouse()

local len = 2

local offset = Vector3.new(1,-3,0)

local offset = Vector3.new(1,-1,0)


local segs = {}

local posn = game.Players.LocalPlayer.Character.Head.Position + Vector3.new(0,-


2.5,0)

for i,v in pairs(workspace.segments:GetChildren()) do

table.insert(segs,v)

end

function vectorabsy(vec)
local v = Vector3.new(vec.X,math.abs(vec.Y),vec.Z)
return v
end

local count = #segs

while true do

for i = 1,5 do

for i = 1,count do

if i == 1 then

local seg = segs[i]

local pos1 = segs[i].Position - (segs[i].CFrame.LookVector*


(len/2) ) -- Calculating position that is on back of the part
local pos2 =leg1.Position
local vec = (pos2 - pos1).Unit

local cframe = CFrame.new(pos2 - (vec*(len/2) ),pos2)

seg.CFrame = cframe

else
local seg = segs[i]
local pos1 = segs[i].Position - (segs[i].CFrame.LookVector*
(len/2) )
local pos2 = segs[i-1].Position - (segs[i-
1].CFrame.LookVector* (len/2) )
local vec = (pos2 - pos1).Unit
local cframe = CFrame.new(pos2 - (vec*(len/2) ),pos2)

seg.CFrame = cframe
end

end

--Back

for i = 1,count do

local i = ( count - i ) + 1
if i == count then

local seg = segs[i]

local pos1 = segs[i].Position + (segs[i].CFrame.LookVector*


(len/2) ) -- Calculating position that is on back of the part
local pos2 =(game.Players.LocalPlayer.Character.Head.CFrame *
CFrame.new(offset)).Position
local vec =(pos2 - pos1).Unit
if vec.Y > 0 then

vec = Vector3.new(vec.X, vec.Y-0.01 ,vec.Z)

end

local cframe = CFrame.new(pos2 - (vec*(len/2) ),pos2) *


CFrame.Angles(0,math.rad(-180),0)

seg.CFrame =cframe

else
local seg = segs[i]
local pos1 = segs[i].Position + (segs[i].CFrame.LookVector*
(len/2) )

local pos2 = segs[i+1].Position +


(segs[i+1].CFrame.LookVector* (len/2) )
local vec = (pos2 - pos1).Unit

local cframe = CFrame.new(pos2 - (vec*(len/2) ),pos2) *


CFrame.Angles(0,math.rad(-180),0)

seg.CFrame = cframe
end

end

end
game:GetService("RunService").Heartbeat:wait()
end

end)
spawn(function()

local mouse = game.Players.LocalPlayer:GetMouse()

local len = 2

local offset = Vector3.new(-1,-1,0)

local segs = {}

local posn = game.Players.LocalPlayer.Character.Head.Position + Vector3.new(0,-


2.5,0)

for i,v in pairs(workspace.segments2:GetChildren()) do

table.insert(segs,v)

end

function vectorabsy(vec)
local v = Vector3.new(vec.X,math.abs(vec.Y),vec.Z)
return v
end

local count = #segs

while true do

for i = 1,5 do

for i = 1,count do

if i == 1 then

local seg = segs[i]

local pos1 = segs[i].Position - (segs[i].CFrame.LookVector*


(len/2) ) -- Calculating position that is on back of the part
local pos2 =leg2.Position
local vec = (pos2 - pos1).Unit

local cframe = CFrame.new(pos2 - (vec*(len/2) ),pos2)


seg.CFrame = cframe

else
local seg = segs[i]
local pos1 = segs[i].Position - (segs[i].CFrame.LookVector*
(len/2) )
local pos2 = segs[i-1].Position - (segs[i-
1].CFrame.LookVector* (len/2) )
local vec = (pos2 - pos1).Unit
local cframe = CFrame.new(pos2 - (vec*(len/2) ),pos2)

seg.CFrame = cframe
end

end

--Back

for i = 1,count do

local i = ( count - i ) + 1
if i == count then

local seg = segs[i]

local pos1 = segs[i].Position + (segs[i].CFrame.LookVector*


(len/2) ) -- Calculating position that is on back of the part
local pos2 =(game.Players.LocalPlayer.Character.Head.CFrame *
CFrame.new(offset)).Position
local vec =(pos2 - pos1).Unit
if vec.Y > 0 then

vec = Vector3.new(vec.X, vec.Y-0.01 ,vec.Z)

end

local cframe = CFrame.new(pos2 - (vec*(len/2) ),pos2) *


CFrame.Angles(0,math.rad(-180),0)

seg.CFrame =cframe

else
local seg = segs[i]
local pos1 = segs[i].Position + (segs[i].CFrame.LookVector*
(len/2) )

local pos2 = segs[i+1].Position +


(segs[i+1].CFrame.LookVector* (len/2) )
local vec = (pos2 - pos1).Unit

local cframe = CFrame.new(pos2 - (vec*(len/2) ),pos2) *


CFrame.Angles(0,math.rad(-180),0)

seg.CFrame = cframe
end

end
end
game:GetService("RunService").Heartbeat:wait()
end

end)

game.Players.LocalPlayer.Character.Torso["Right Shoulder"]:Destroy()
game.Players.LocalPlayer.Character.Torso["Left Shoulder"]:Destroy()
game.Players.LocalPlayer.Character.Torso["Right Hip"]:Destroy()
game.Players.LocalPlayer.Character.Torso["Left Hip"]:Destroy()

local bodyvelocity =
Instance.new("BodyVelocity",game.Players.LocalPlayer.Character["Right Arm"])
bodyvelocity.MaxForce = Vector3.new(9.9999999805064e+18, 9.999999869911e+14,
9.999999869911e+14)
bodyvelocity.Velocity = Vector3.new(0, 200, 0)

local bodyvelocity =
Instance.new("BodyVelocity",game.Players.LocalPlayer.Character["Left Arm"])
bodyvelocity.MaxForce = Vector3.new(9.9999999805064e+18, 9.999999869911e+14,
9.999999869911e+14)
bodyvelocity.Velocity = Vector3.new(0, 200, 0)

local bodyvelocity =
Instance.new("BodyVelocity",game.Players.LocalPlayer.Character["Left Leg"])
bodyvelocity.MaxForce = Vector3.new(9.9999999805064e+18, 9.999999869911e+14,
9.999999869911e+14)
bodyvelocity.Velocity = Vector3.new(0, 200, 0)

local bodyvelocity =
Instance.new("BodyVelocity",game.Players.LocalPlayer.Character["Right Leg"])
bodyvelocity.MaxForce = Vector3.new(9.9999999805064e+18, 9.999999869911e+14,
9.999999869911e+14)
bodyvelocity.Velocity = Vector3.new(0, 200, 0)

spawn(function()

game.Players.LocalPlayer.Character.Humanoid.Died:connect(function()

segments:Destroy()
segments2:Destroy()

end)

game:GetService("RunService").Stepped:connect(function()
game.Players.LocalPlayer.Character["Right Arm"].CanCollide = false
game.Players.LocalPlayer.Character["Left Arm"].CanCollide = false

game.Players.LocalPlayer.Character["Right Leg"].CanCollide = false


game.Players.LocalPlayer.Character["Left Leg"].CanCollide = false

end)

repeat game:GetService("RunService").Heartbeat:wait()
game.Players.LocalPlayer.Character["Right Arm"].CFrame = segments.seg1
.CFrame * CFrame.Angles(math.rad(90),0,0 )
game.Players.LocalPlayer.Character["Left Arm"].CFrame =
segments.seg2.CFrame * CFrame.Angles(math.rad(90),0,0 )

game.Players.LocalPlayer.Character["Right Leg"].CFrame =
segments2.seg1.CFrame * CFrame.Angles(math.rad(90),0,0 )
game.Players.LocalPlayer.Character["Left Leg"].CFrame =
segments2.seg2.CFrame * CFrame.Angles(math.rad(90),0,0 )

until game.Players.LocalPlayer.Character.Humanoid.Health < 1

end)

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