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This repository was archived by the owner on May 21, 2025. It is now read-only.

How To Use The Reanimate In Script

StrokeThePea edited this page May 15, 2022 · 2 revisions
  1. Get A Unconverted FD Script.
  2. Copy The Code:
Options = {
	["Jitteryness"] = Vector3.new(30.5,0,0), -- Velocity
	["Type"] = "Raw", -- Raw (Simple), Fling, Bullet
	["InstantBullet"] = {
		["Bool"] = true, -- Enables it
		["SmartLock"] = true -- Locks Bullet On Head On Hold; Disables "Bullet Follow Pointer" Thingy on hold.
	}, -- Type has to be Bullet/Godmode
	["R15Method"] = "Align", -- Align,AlignMax Or CFrame
	["R6Method"] = "Align", -- Align,AlignMax Or CFrame
	["BonusProperties"] = true, -- Net, and other stuff.
	["RigAnimations"] = true, -- Enables Default Animate
	["LoadLibrary"] = false -- Loads LoadLibrary for scripts that still use it.
}
loadstring(game:HttpGet("https://raw.githubusercontent.com/StrokeThePea/CatwareReanimate/main/src/Source.lua"))()
  1. Put it at the top of script.
  2. Configure options table as how you want to.
  3. Do the basic stuff such as get "loadlibrary" and delete damage functions
  4. If your script requires an align, just align it (Make sure to locate the hat by game.Players.LocalPlayer.Character["HatName"].Handle)
  5. Done

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