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Uhm, I don’t like it THAT much
iiiimmm not good at math or scripting, but here’s my shot at it
script is trash, but it technically works
copy and paste into script, place script in noncollidable part, walk into part
script.Parent.Touched:connect(function(other)
if other.Parent:FindFirstChild(“Humanoid”) then
local center = script.Parent
local player = other.Parent:FindFirstChild("HumanoidRootPart")
local pos = Instance.new("BodyPosition")
pos.Parent = player
pos.MaxForce = Vector3.new(400000,400000,400000)
pos.D = 1600
pos.P = 14000
local a = center.Position.X - player.Position.X
local b = center.Position.Z - player.Position.Z
local c = math.pow(a,2) + math.pow(b,2)
local angle = math.sin(a/b)
local whirlDistance = (player.Position - center.Position).magnitude
local distance = (player.Position - center.Position).magnitude
local i = 1
while distance >= center.Size.X * 1.2 do
distance = (player.Position - center.Position).magnitude
pos.Position = (center.CFrame * CFrame.Angles(0,angle + math.rad(i * 5),0) * CFrame.new(0,i * 0.01,whirlDistance - i * 0.5)).Position
i = i + 1
pos.P = pos.P + (i * 1)
wait()
end
for j = 1,72 * 3 do
pos.Position = (center.CFrame * CFrame.Angles(0,math.rad(j * 5),0) * CFrame.new(0,j * 0.15,distance + j * 0.2)).Position
pos.P = pos.P + (j * 5)
wait()
end
local altitude = player.Position.Y
for k = 1,72 * (3 + math.random()) do
pos.Position = (center.CFrame * CFrame.Angles(0,math.rad(k * 5),0) * CFrame.new(0,altitude - k * 0.2,whirlDistance - k * 1)).Position
pos.P = pos.P + (k * 10)
wait()
end
pos:Destroy()
local vel = Instance.new("BodyVelocity")
local p1 = player.Position
wait()
local p2 = player.Position
vel.Parent = player
vel.Velocity = (p1 - p2).unit * -500
player.Parent.Humanoid.Sit = true
wait(1)
vel:Destroy()
end
end)
Main issues:
- Is kind of rubber bandy
- Sometimes you slow down
- May go too far out from tornado
- Not modular
2 Likes
Oh really what subject?
Should this be closed now?
that’s why we use gyro or force
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