wait()
local mouse = game.Players.LocalPlayer:GetMouse()
local player = game.Players.LocalPlayer
character = player.Character
db = false
shooting = false
dmgdebounce = false
damage = 60
myname = player.Name
if game.Players.LocalPlayer.data.dmg then
damage = damage + game.Players.LocalPlayer.data.dmg.value / 10
end
mouse.KeyDown:connect(function(key)
key = key:lower()
if key == "g" and db == false and shooting == false then
shooting = true
if db == false then
db = true
character:FindFirstChild("Left Arm").Size = Vector3.new(1.2, 2.4, 1.2)
local joint = Instance.new("Motor6D")
joint.Parent = character.Torso
joint.Name = "Left Shoulder"
joint.Part0 = character.Torso
joint.Part1 = character["Left Arm"]
character:FindFirstChild("Right Arm").Size = Vector3.new(1.2, 2.4, 1.2)
local joint1 = Instance.new("Motor6D")
joint1.Parent = character.Torso
joint1.Name = "Right Shoulder"
joint1.Part0 = character.Torso
joint1.Part1 = character["Right Arm"]
character:FindFirstChild("Left Leg").Size = Vector3.new(1.2, 2.4, 1.2)
local joint2 = Instance.new("Motor6D")
joint2.Parent = character.Torso
joint2.Name = "Left Hip"
joint2.Part0 = character.Torso
joint2.Part1 = character["Left Leg"]
character:FindFirstChild("Right Leg").Size = Vector3.new(1.2, 2.4, 1.2)
local joint3 = Instance.new("Motor6D")
joint3.Parent = character.Torso
joint3.Name = "Right Hip"
joint3.Part0 = character.Torso
joint3.Part1 = character["Right Leg"]
character:FindFirstChild("Head").Size = Vector3.new(1.2, 2.4, 1.2)
local joint4 = Instance.new("Motor6D")
joint4.Parent = character.Torso
joint4.Name = "Neck"
joint4.Part0 = character.Torso
joint4.Part1 = character["Head"]
local originaldamage = player.data.dmg.Value
player.data.dmg.Value = player.data.dmg.Value * 5
wait(60)
damage = originaldamage
wait(15)
db = false
shooting = false
end
end
end)
it makes your entire body combine into one small head thing its weird...

2 comments
you still need to position it. lol
KeyDown is deprecated...