MADE BY doubleohcosmo
FEATURE:
- FE HEADLESS
- .
- DEV NOTE:
- It uses Nexo Animator/Tangerex as it’s backend. It is R6 only and 50% of the time needs to be ran twice to prevent limbs from falling off.
UNIVERSAL GAMES
SCRIPT:
if game:GetService("Players").LocalPlayer.Character:FindFirstChild("Torso") then
setsimulationradius(1000)
local tangerex = loadstring(game:HttpGet("https://5f4d3288-7026-4802-bb67-917a76b5e7d8.id.repl.co/Tangerex/Template/main.lua"))()
reanimate = tangerex:Reanimate("PD",true --[[Usage: true or false to toggle click fling]]) -- SP / Simple, LF / Leg Fling, TF / Torso Fling, PD / Perma Death [Fling]
reanimate:Animation("idle",function()
RH.Part0 = workspace.Camera.CameraSubject.Parent.Torso
LH.Part0 = workspace.Camera.CameraSubject.Parent.Torso
NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),-360+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),-1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
RS.C0=RS.C0:Lerp(CFrame.new(1.5+0*math.cos(sine/10),0.5+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
LS.C0=LS.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),0.5+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
end)
reanimate:Animation("walk",function()
RH.Part0 = workspace.Camera.CameraSubject.Parent.Torso
LH.Part0 = workspace.Camera.CameraSubject.Parent.Torso
NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),-360+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),-1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
RS.C0=RS.C0:Lerp(CFrame.new(1.5+0*math.cos(sine/10),0.5+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+-45*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
LS.C0=LS.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),0.5+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+45*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+45*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+-45*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
end)
reanimate:Animation("run",function()
RH.Part0 = workspace.Camera.CameraSubject.Parent.Torso
LH.Part0 = workspace.Camera.CameraSubject.Parent.Torso
NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),-360+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),-1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
RS.C0=RS.C0:Lerp(CFrame.new(1.5+0*math.cos(sine/10),0.5+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+-45*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
LS.C0=LS.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),0.5+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+45*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+45*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+-45*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
end)
reanimate:Animation("jump",function()
RH.Part0 = workspace.Camera.CameraSubject.Parent.Torso
LH.Part0 = workspace.Camera.CameraSubject.Parent.Torso
NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),-360+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),-1+0.05*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
RS.C0=RS.C0:Lerp(CFrame.new(1.5+0*math.cos(sine/10),1+0*math.cos(sine/10),0.5+0*math.cos(sine/10))*CFrame.Angles(math.rad(180+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
LS.C0=LS.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),1+0*math.cos(sine/10),0.5+0*math.cos(sine/10))*CFrame.Angles(math.rad(180+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+2.5*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+2.5*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
end)
reanimate:Animation("fall",function()
RH.Part0 = workspace.Camera.CameraSubject.Parent.Torso
LH.Part0 = workspace.Camera.CameraSubject.Parent.Torso
NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),-360+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),-1+0.05*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
RS.C0=RS.C0:Lerp(CFrame.new(1.5+0*math.cos(sine/10),1+0*math.cos(sine/10),0.5+0*math.cos(sine/10))*CFrame.Angles(math.rad(180+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
LS.C0=LS.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),1+0*math.cos(sine/10),0.5+0*math.cos(sine/10))*CFrame.Angles(math.rad(180+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+2.5*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+2.5*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
end)
else
print("FE Headless by Nexo/Tangerex is not supported in this game. If you have R15 on, turn it off. If this game forces R15, please try another. Thank you.")
end