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How To Use The Reanimate In Script
StrokeThePea edited this page May 15, 2022
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- Get A Unconverted FD Script.
- 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"))()- Put it at the top of script.
- Configure options table as how you want to.
- Do the basic stuff such as get "loadlibrary" and delete damage functions
- If your script requires an align, just align it (Make sure to locate the hat by game.Players.LocalPlayer.Character["HatName"].Handle)
- Done