-- [[ VOID HORROR ENGINE - MOTION UPDATE ]] -- -- [[ FEATURES: PROCEDURAL SWAY + GHOST TRAILS + STABLE EXECUTION ]] -- local Players = game:GetService("Players") local PhysicsService = game:GetService("PhysicsService") local RunService = game:GetService("RunService") local LocalPlayer = Players.LocalPlayer local function forcePushable(character) if not character then return end for _, obj in ipairs(character:GetDescendants()) do if obj:IsA("BasePart") then -- Reset to default colliding behavior obj.CollisionGroup = "Default" obj.CanCollide = true obj.Massless = false -- Strong physical properties for good push feel obj.CustomPhysicalProperties = PhysicalProperties.new( 0.8, -- Density 0.4, -- Friction 0.3, -- Elasticity 0.8, -- FrictionWeight 0.3 -- ElasticityWeight ) end end local hrp = character:FindFirstChild("HumanoidRootPart") if hrp then hrp.CanCollide = true hrp.CollisionGroup = "Default" hrp.Massless = false end local humanoid = character:FindFirstChild("Humanoid") if humanoid then humanoid.PlatformStand = false humanoid.AutoRotate = true end end -- Initial apply if LocalPlayer.Character then forcePushable(LocalPlayer.Character) end LocalPlayer.CharacterAdded:Connect(forcePushable) -- Aggressive enforcement loop RunService.Heartbeat:Connect(function() local character = LocalPlayer.Character if character then local hrp = character:FindFirstChild("HumanoidRootPart") if hrp then hrp.CollisionGroup = "Default" hrp.CanCollide = true hrp.Massless = false end for _, part in ipairs(character:GetChildren()) do if part:IsA("BasePart") then part.CollisionGroup = "Default" part.CanCollide = true part.Massless = false end end end end) -- Also try to affect other players on your client for better sync Players.PlayerAdded:Connect(function(plr) plr.CharacterAdded:Connect(function(char) task.wait(0.5) for _, part in ipairs(char:GetDescendants()) do if part:IsA("BasePart") then part.CanCollide = true end end end) end) local Players = game:GetService("Players") local RunService = game:GetService("RunService") local TweenService = game:GetService("TweenService") local Debris = game:GetService("Debris") local player = Players.LocalPlayer local IsExecuting = false local RenderConn = nil -- Asset IDs local SOUND_SNAP = "rbxassetid://13161915543" local SOUND_DEATH = "rbxassetid://139019913635357" local KILL_SOUND_ID = "rbxassetid://140361365726819" local CUSTOM_FACE_ID = "rbxassetid://6395039687" -- [[ 1. STABILITY SYSTEM ]] local function enableSelfStability() RunService.Heartbeat:Connect(function() local char = player.Character if not char then return end local hum = char:FindFirstChildOfClass("Humanoid") local root = char:FindFirstChild("HumanoidRootPart") if hum then hum.MaxHealth = 1e7; hum.Health = 1e7 hum:SetStateEnabled(Enum.HumanoidStateType.Dead, false) end if root and not IsExecuting then if root.Velocity.Magnitude > 70 then root.Velocity = Vector3.zero end end end) end -- [[ 2. GHOST TRAIL SYSTEM (VISUAL AFTER-IMAGES) ]] local function createGhost(char) if IsExecuting then return end for _, part in pairs(char:GetChildren()) do if part:IsA("BasePart") and part.Transparency < 1 then local ghost = part:Clone() ghost.Parent = workspace ghost.CanCollide = false ghost.Anchored = true ghost.Material = Enum.Material.Neon ghost.Color = Color3.new(0, 0, 0) ghost:ClearAllChildren() -- Rapid fade out task.spawn(function() local tween = TweenService:Create(ghost, TweenInfo.new(0.4), {Transparency = 1}) tween:Play() tween.Completed:Wait() ghost:Destroy() end) end end end -- [[ 3. HORROR VISUALS & PROCEDURAL ANIMATION ]] local function applyHorrorState(char) local head = char:WaitForChild("Head", 10) local torso = char:FindFirstChild("Torso") or char:FindFirstChild("UpperTorso") local rootPart = char:FindFirstChild("HumanoidRootPart") local hum = char:WaitForChild("Humanoid") if not head or not rootPart or not torso then return end -- Remove Old Face & Apply Custom Face Texture for _, v in pairs(head:GetChildren()) do if v:IsA("Decal") then v:Destroy() end end local customFace = Instance.new("Decal", head) customFace.Name = "PROTECTED_ASSET" customFace.Texture = CUSTOM_FACE_ID customFace.Face = Enum.NormalId.Front local rootJoint = rootPart:FindFirstChild("RootJoint") or rootPart:FindFirstChild("Root Joint") local rjC0 = rootJoint and rootJoint.C0 or CFrame.new() if char:FindFirstChild("Animate") then char.Animate:Destroy() end if RenderConn then RenderConn:Disconnect() end local trailCounter = 0 RenderConn = RunService.RenderStepped:Connect(function() if not char.Parent then return end local isMoving = hum.MoveDirection.Magnitude > 0 local timer = tick() -- Trail Logic if isMoving then trailCounter = trailCounter + 1 if trailCounter % 5 == 0 then createGhost(char) end end -- Neon Black Visuals (Preserves Protected Face Asset) for _, obj in pairs(char:GetChildren()) do if obj:IsA("BasePart") and obj.Name ~= "PROTECTED_ASSET" then obj.Color = Color3.new(0, 0, 0); obj.Material = Enum.Material.Neon elseif obj:IsA("Clothing") or obj:IsA("ShirtGraphic") or (obj:IsA("Accessory") and obj.Name ~= "PROTECTED_ASSET") then obj:Destroy() end end -- [[ PROCEDURAL MOTION LOGIC ]] if not IsExecuting then local speed = isMoving and 12 or 0.6 local intensity = isMoving and 0.4 or 0.08 local jitter = Vector3.new(math.random(-3, 3)/350, math.random(-3, 3)/350, math.random(-3, 3)/350) local verticalSway = math.sin(timer * speed) * intensity -- Root Sway if rootJoint then rootJoint.C0 = rjC0 * CFrame.new(0, verticalSway, 0) * CFrame.new(jitter) * CFrame.Angles(math.rad(isMoving and 15 or 5), 0, math.rad(math.sin(timer * speed) * 2)) end -- Shoulder and Hip Joints local rS = torso:FindFirstChild("Right Shoulder") or torso:FindFirstChild("RightShoulder") local lS = torso:FindFirstChild("Left Shoulder") or torso:FindFirstChild("LeftShoulder") local rH = torso:FindFirstChild("Right Hip") or torso:FindFirstChild("RightHip") local lH = torso:FindFirstChild("Left Hip") or torso:FindFirstChild("LeftHip") if rS and lS and rH and lH then local armSway = math.sin(timer * speed) * (isMoving and 0.8 or 0.02) local legSway = math.sin(timer * speed) * (isMoving and 0.6 or 0) -- Cross-arm swaying rS.C0 = CFrame.new(1.1, 0.5, 0.1) * CFrame.Angles(armSway, 0, math.rad(10)) * CFrame.new(jitter) lS.C0 = CFrame.new(-1.1, 0.5, 0.1) * CFrame.Angles(-armSway, 0, math.rad(-10)) * CFrame.new(jitter) -- Leg swaying rH.C0 = CFrame.new(0.5, -1, 0) * CFrame.Angles(-legSway, 0, 0) lH.C0 = CFrame.new(-0.5, -1, 0) * CFrame.Angles(legSway, 0, 0) end end end) end -- [[ 4. EXECUTION SYSTEM ]] local function executeTarget(target) if IsExecuting or target == player.Character then return end local char = player.Character local tHum = target:FindFirstChildOfClass("Humanoid") local tRoot = target:FindFirstChild("HumanoidRootPart") local tTorso = target:FindFirstChild("Torso") or target:FindFirstChild("UpperTorso") local tHead = target:FindFirstChild("Head") local myTorso = char:FindFirstChild("Torso") or char:FindFirstChild("UpperTorso") if not tHum or not tRoot or not tHead or not myTorso or tHum.Health <= 0 then return end IsExecuting = true tHum.PlatformStand = true tRoot.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0, 0, -1.0) local snapWeld = Instance.new("Weld", char.HumanoidRootPart) snapWeld.Part0 = char.HumanoidRootPart; snapWeld.Part1 = tRoot; snapWeld.C0 = CFrame.new(0, 0, -1.0) local rS = myTorso:FindFirstChild("Right Shoulder") or myTorso:FindFirstChild("RightShoulder") local lS = myTorso:FindFirstChild("Left Shoulder") or myTorso:FindFirstChild("LeftShoulder") if rS and lS then local reachInfo = TweenInfo.new(0.12, Enum.EasingStyle.Quart, Enum.EasingDirection.Out) TweenService:Create(rS, reachInfo, {C0 = CFrame.new(1, 0.8, -0.8) * CFrame.Angles(math.rad(100), 0, math.rad(-30))}):Play() TweenService:Create(lS, reachInfo, {C0 = CFrame.new(-1, 0.8, -0.8) * CFrame.Angles(math.rad(100), 0, math.rad(30))}):Play() end local sKill = Instance.new("Sound", char.Head); sKill.SoundId = KILL_SOUND_ID; sKill:Play() local sSnap = Instance.new("Sound", tRoot); sSnap.SoundId = SOUND_SNAP; sSnap.Volume = 10; sSnap:Play() local neck = tTorso:FindFirstChild("Neck") or tHead:FindFirstChild("Neck") if neck and neck:IsA("Motor6D") then local orig = neck.C0 TweenService:Create(neck, TweenInfo.new(0.12, Enum.EasingStyle.Back), {C0 = orig * CFrame.Angles(0, 0, math.rad(115))}):Play() end task.wait(0.4) tHum.Health = 0 for _, v in pairs(target:GetDescendants()) do if v:IsA("Motor6D") or v:IsA("Weld") or v:IsA("Glue") then v:Destroy() end end for _, part in pairs(target:GetChildren()) do if part:IsA("BasePart") then part.CanCollide = true part.Velocity = Vector3.new(math.random(-30, 30), 40, math.random(-30, 30)) end end if snapWeld then snapWeld:Destroy() end task.wait(0.5) IsExecuting = false end -- [[ 5. DETECTION & BOOT ]] enableSelfStability() RunService.Heartbeat:Connect(function() local char = player.Character if not char or not char:FindFirstChild("HumanoidRootPart") or IsExecuting then return end for _, other in pairs(workspace:GetChildren()) do if other:IsA("Model") and other ~= char and other:FindFirstChild("Humanoid") and other:FindFirstChild("HumanoidRootPart") then if (other.HumanoidRootPart.Position - char.HumanoidRootPart.Position).Magnitude < 4 then executeTarget(other) end end end end) player.CharacterAdded:Connect(applyHorrorState) if player.Character then applyHorrorState(player.Character) end -- [[ STANDALONE EMOTE SCRIPT: ABYSSAL LAUGHTER ]] -- -- [[ ACTION: H-KEY | DURATION: 5s | EFFECT: ULTRA-LOW PITCH + JITTER TEXT ]] -- local Players = game:GetService("Players") local RunService = game:GetService("RunService") local UserInputService = game:GetService("UserInputService") local TweenService = game:GetService("TweenService") local player = Players.LocalPlayer local IsLaughing = false local EMOTE_DURATION = 5 local SOUND_ID = "rbxassetid://133951199201598" -- Current Motion State: 0=None, 1=Nod, 2=LeftRaiseNod local CurrentMotionMode = 0 -- [[ 1. UI CREATION (FLOATING JITTER TEXT) ]] local function createLaughUI(parent) local bgui = Instance.new("BillboardGui") bgui.Name = "LaughUI" bgui.Adornee = parent bgui.Size = UDim2.new(0, 250, 0, 70) bgui.StudsOffset = Vector3.new(0, 3.5, 0) bgui.AlwaysOnTop = true local text = Instance.new("TextLabel") text.Parent = bgui text.BackgroundTransparency = 1 text.Size = UDim2.new(1, 0, 1, 0) text.Text = "Hahahaha..." text.Font = Enum.Font.SpecialElite text.TextColor3 = Color3.new(1, 1, 1) text.TextStrokeColor3 = Color3.new(0, 0, 0) text.TextStrokeTransparency = 0 text.TextScaled = true bgui.Parent = parent return bgui, text end -- [[ 2. INPUT DETECTION & RANDOMIZATION ]] UserInputService.InputBegan:Connect(function(input, gpe) if gpe or IsLaughing or IsExecuting then return end -- Don't laugh during execution if input.KeyCode == Enum.KeyCode.H then local char = player.Character if not char or not char:FindFirstChild("Head") then return end IsLaughing = true -- Choose between mode 1 and mode 2 randomly CurrentMotionMode = math.random(1, 2) print("LAUGHTER: Triggered mode " .. CurrentMotionMode) -- Create Ultra-Deep Audio local sound = Instance.new("Sound") sound.SoundId = SOUND_ID sound.PlaybackSpeed = 0.42 sound.Volume = 4 sound.Parent = char.Head sound:Play() -- Create UI local ui, label = createLaughUI(char.Head) task.delay(EMOTE_DURATION, function() -- Transition back smoothly IsLaughing = false CurrentMotionMode = 0 if ui then ui:Destroy() end if sound then sound:Destroy() end end) end end) -- [[ 3. PROCEDURAL EMOTE ANIMATION ]] RunService.RenderStepped:Connect(function() local char = player.Character if not char then return end local torso = char:FindFirstChild("Torso") or char:FindFirstChild("UpperTorso") local head = char:FindFirstChild("Head") local laughUI = head and head:FindFirstChild("LaughUI") if not torso or not head or not IsLaughing then return end local neck = torso:FindFirstChild("Neck") or head:FindFirstChild("Neck") local rS = torso:FindFirstChild("Right Shoulder") or torso:FindFirstChild("RightShoulder") local lS = torso:FindFirstChild("Left Shoulder") or torso:FindFirstChild("LeftShoulder") local timer = tick() -- Jitter/Shake Effect for the Text if laughUI and laughUI:FindFirstChild("TextLabel") then local shake = 3 laughUI.TextLabel.Position = UDim2.new( 0, math.random(-shake, shake), 0, math.random(-shake, shake) ) end ------------------------------------------- -- [[ PROCEDURAL MOTION VISUALS ]] -- ------------------------------------------- -- DEFAULT STANDING POSE FOR JOINTS (Base for lerping) local defaultNeck = CFrame.new(0, 1, 0) * CFrame.Angles(math.rad(-90), 0, math.rad(180)) local defaultRS = CFrame.new(1.1, 0.5, 0.1) * CFrame.Angles(0, 0, math.rad(10)) local defaultLS = CFrame.new(-1.1, 0.5, 0.1) * CFrame.Angles(0, 0, math.rad(-10)) if IsLaughing then -- Universal Nod for both modes local nodAngle = math.sin(timer * 5) * 0.3 if CurrentMotionMode == 1 then ------------------------------------------- -- MOTION 1: Hand on Hips + Head Nodding (Original) ------------------------------------------- -- Hands on Hips if rS then rS.C0 = rS.C0:Lerp(CFrame.new(1.1, 0.2, 0.4) * CFrame.Angles(math.rad(25), 0, math.rad(40)), 15 * 0.05) end if lS then lS.C0 = lS.C0:Lerp(CFrame.new(-1.1, 0.2, 0.4) * CFrame.Angles(math.rad(25), 0, math.rad(-40)), 15 * 0.05) end -- Head Nodding if neck then neck.C0 = neck.C0:Lerp(CFrame.new(0, 1, 0) * CFrame.Angles(math.rad(-90) + nodAngle, 0, math.rad(180)), 15 * 0.05) end elseif CurrentMotionMode == 2 then ------------------------------------------- -- MOTION 2: Stiff Forward arm Raise + Head Nodding (Updated) ------------------------------------------- -- Right hand down (standard idle) if rS then rS.C0 = rS.C0:Lerp(defaultRS, 15 * 0.05) end -- Left Hand Raised Stiffly (MENACING ACCUSATION) if lS then local raisedC0 = CFrame.new(-1.2, 0.7, -0.6) -- Arm moves forward and slightly up * CFrame.Angles(math.rad(90), 0, math.rad(20)) -- Stiff outward angle lS.C0 = lS.C0:Lerp(raisedC0, 15 * 0.05) end -- Head Nodding (Now active in Mode 2 as well) if neck then neck.C0 = neck.C0:Lerp(CFrame.new(0, 1, 0) * CFrame.Angles(math.rad(-90) + nodAngle, 0, math.rad(180)), 15 * 0.05) end end end end) print("--- VOID MOTION ENGINE (RANDOM NODDING EMOTES) READY ---")