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ice brain too
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Old Town Cowboy Hat - Lil Nas X (LNX) By Roblox
Try On3D
This item is not currently for sale. Buy Type Accessory | Hat Genres All Description Cowboy hat from Roblox.
what hats do i need
hats here --https://www.roblox.com/catalog/5917433699/Old-Town-Cowboy-Hat-Lil-Nas-X-LNX --https://www.roblox.com/catalog/8136940617/Ice-Brain --https://www.roblox.com/catalog/48474294/ROBLOX-Girl-Hair --https://www.roblox.com/catalog/451220849/Lavender-Updo --https://www.roblox.com/catalog/62724852/Chestnut-Bun --https://www.roblox.com/catalog/63690008/Pal-Hair --https://www.roblox.com/catalog/48474313/Red-Roblox-Cap --https://www.roblox.com/catalog/376527115/Jade-Necklace-with-Shell-Pendant and script here: --FIXED template by fx 8320 --https://www.roblox.com/catalog/5917433699/Old-Town-Cowboy-Hat-Lil-Nas-X-LNX --https://www.roblox.com/catalog/8136940617/Ice-Brain --https://www.roblox.com/catalog/48474294/ROBLOX-Girl-Hair --https://www.roblox.com/catalog/451220849/Lavender-Updo --https://www.roblox.com/catalog/62724852/Chestnut-Bun --https://www.roblox.com/catalog/63690008/Pal-Hair --https://www.roblox.com/catalog/48474313/Red-Roblox-Cap --https://www.roblox.com/catalog/376527115/Jade-Necklace-with-Shell-Pendant local HatChar = game.Players.LocalPlayer.Character HumanDied = false local reanim function noplsmesh(hat) _G.OldCF=workspace.Camera.CFrame oldchar=game.Players.LocalPlayer.Character game.Players.LocalPlayer.Character=workspace[game.Players.LocalPlayer.Name] for i,v in next, workspace[game.Players.LocalPlayer.Name][hat]:GetDescendants() do if v:IsA('Mesh') or v:IsA('SpecialMesh') then v:Remove() end end end _G.ClickFling=false -- Set this to true if u want. loadstring(game:HttpGet(('https://raw.githubusercontent.com/OofHead-FE/nexo-before-deleted/main/NexoPD'),true))() IT = Instance.new CF = CFrame.new VT = Vector3.new RAD = math.rad C3 = Color3.new UD2 = UDim2.new BRICKC = BrickColor.new ANGLES = CFrame.Angles EULER = CFrame.fromEulerAnglesXYZ COS = math.cos ACOS = math.acos SIN = math.sin ASIN = math.asin ABS = math.abs MRANDOM = math.random FLOOR = math.floor speed = 1 sine = 1 srv = game:GetService('RunService') function hatset(yes,part,c1,c0,nm) reanim[yes].Handle.AccessoryWeld.Part1=reanim[part] reanim[yes].Handle.AccessoryWeld.C1=c1 or CFrame.new() reanim[yes].Handle.AccessoryWeld.C0=c0 or CFrame.new()--3bbb322dad5929d0d4f25adcebf30aa5 if nm==true then noplsmesh(yes) end end --put the hat script converted below reanim = game.Players.LocalPlayer.Character.CWExtra.NexoPD RJ = reanim.HumanoidRootPart.RootJoint RS = reanim.Torso['Right Shoulder'] LS = reanim.Torso['Left Shoulder'] RH = reanim.Torso['Right Hip'] LH = reanim.Torso['Left Hip'] Root = reanim.HumanoidRootPart NECK = reanim.Torso.Neck NECK.C0 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0)) NECK.C1 = CF(0,-0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0)) RJ.C1 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0)) RJ.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0)) RS.C1 = CF(-0,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0)) LS.C1 = CF(0,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0)) RH.C1 = CF(0.5,1,0)*ANGLES(RAD(0),RAD(0),RAD(0)) LH.C1 = CF(-0.5,1,0)*ANGLES(RAD(0),RAD(0),RAD(0)) RH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0)) LH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0)) RS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0)) LS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0)) Mode='1' mousechanger=game.Players.LocalPlayer:GetMouse().KeyDown:Connect(function(k) if k == 'f' then-- first mode Mode='1' elseif k == 'r' then-- first mode Mode='2' end end) attacklol=game.Players.LocalPlayer:GetMouse().Button1Down:Connect(function() if Mode == '1' then Mode='Attack0' wait(0.07) -- time of attack u can edit this Mode='Attack1' wait(.1) Mode='Attack3' wait(.2) Mode ='1' elseif Mode == '2' then Mode='Attack0' wait(0.07) -- time of attack u can edit this Mode='Attack1' wait(.1) Mode='Attack3' wait(.2) Mode ='2' end end) reanim['Necklace'].Handle.AccessoryWeld.C0 = reanim['Necklace'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0+0*math.cos(sine/13),1.7+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) reanim['rol_icebrainAccessory'].Handle.AccessoryWeld.C0 = reanim['rol_icebrainAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),2.6+0*math.cos(sine/13),1.7+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) reanim['Pink Hair'].Handle.AccessoryWeld.C0 = reanim['Pink Hair'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),4+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) reanim['LavanderHair'].Handle.AccessoryWeld.C0 = reanim['LavanderHair'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),-1.5+0*math.cos(sine/13),5.5+0*math.cos(sine/13))*ANGLES(RAD(90+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) reanim['Pal Hair'].Handle.AccessoryWeld.C0 = reanim['Pal Hair'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),-1.5+0*math.cos(sine/13),1.5+0*math.cos(sine/13))*ANGLES(RAD(90+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) reanim['Robloxclassicred'].Handle.AccessoryWeld.C0 = reanim['Robloxclassicred'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) reanim['Kate Hair'].Handle.AccessoryWeld.C0 = reanim['Kate Hair'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),-1.5+0*math.cos(sine/13),3.5+0*math.cos(sine/13))*ANGLES(RAD(90+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) coroutine.wrap(function() hatset('Necklace','Right Arm',CFrame.new(),reanim['Necklace'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0+0*math.cos(sine/13),1.7+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),1),true) hatset('rol_icebrainAccessory','Right Arm',CFrame.new(),reanim['rol_icebrainAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),2.6+0*math.cos(sine/13),1.7+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),1),true) hatset('Pink Hair','Right Arm',CFrame.new(),reanim['Pink Hair'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),4+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),1),true) hatset('LavanderHair','Right Arm',CFrame.new(),reanim['LavanderHair'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),-1.5+0*math.cos(sine/13),5.5+0*math.cos(sine/13))*ANGLES(RAD(90+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),1),true) hatset('Kate Hair','Right Arm',CFrame.new(),reanim['Kate Hair'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),-1.5+0*math.cos(sine/13),3.5+0*math.cos(sine/13))*ANGLES(RAD(90+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),1),true) hatset('Pal Hair','Right Arm',CFrame.new(),reanim['Pal Hair'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),-1.5+0*math.cos(sine/13),1.5+0*math.cos(sine/13))*ANGLES(RAD(90+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),1),true) hatset('Robloxclassicred','Right Arm',CFrame.new(),reanim['Robloxclassicred'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),1),true) while true do -- anim changer if HumanDied then mousechanger:Disconnect() attacklol:Disconnect() break end sine = sine + speed local rlegray = Ray.new(reanim["Right Leg"].Position + Vector3.new(0, 0.5, 0), Vector3.new(0, -2, 0)) local rlegpart, rlegendPoint = workspace:FindPartOnRay(rlegray, char) local llegray = Ray.new(reanim["Left Leg"].Position + Vector3.new(0, 0.5, 0), Vector3.new(0, -2, 0)) local llegpart, llegendPoint = workspace:FindPartOnRay(llegray, char) local rightvector = (Root.Velocity * Root.CFrame.rightVector).X + (Root.Velocity * Root.CFrame.rightVector).Z local lookvector = (Root.Velocity * Root.CFrame.lookVector).X + (Root.Velocity * Root.CFrame.lookVector).Z if lookvector > reanim.Humanoid.WalkSpeed then lookvector = reanim.Humanoid.WalkSpeed end if lookvector < -reanim.Humanoid.WalkSpeed then lookvector = -reanim.Humanoid.WalkSpeed end if rightvector > reanim.Humanoid.WalkSpeed then rightvector = reanim.Humanoid.WalkSpeed end if rightvector < -reanim.Humanoid.WalkSpeed then rightvector = -reanim.Humanoid.WalkSpeed end local lookvel = lookvector / reanim.Humanoid.WalkSpeed local rightvel = rightvector / reanim.Humanoid.WalkSpeed if Mode == '1' then if Root.Velocity.y > 1 then -- jump NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0.1*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RS.C0 = RS.C0:Lerp(CF(3+0.1*math.sin(sine/13),0.5+0.1*math.sin(sine/13),0+0.1*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(95+0*math.sin(sine/13))),.3) LS.C0 = LS.C0:Lerp(CF(-3+0.1*math.sin(sine/13),0.5+0.1*math.sin(sine/13),0+0.1*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(-85+0*math.sin(sine/13))),.3) RH.C0 = RH.C0:Lerp(CF(1+0*math.cos(sine/13),-0.6+-0.1*math.cos(sine/13),-0.5+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) LH.C0 = LH.C0:Lerp(CF(-1+0*math.cos(sine/13),-0.89+-0.1*math.cos(sine/13),0.3+0*math.cos(sine/13))*ANGLES(RAD(-15+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) elseif Root.Velocity.y < -1 then -- fall NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0.1*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-4+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RS.C0 = RS.C0:Lerp(CF(3+0.1*math.sin(sine/13),0.5+0.1*math.sin(sine/13),0+0.1*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(130+0*math.sin(sine/13))),.3) LS.C0 = LS.C0:Lerp(CF(-3+0.1*math.sin(sine/13),0.5+0.1*math.sin(sine/13),0+0.1*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(-118+0*math.sin(sine/13))),.3) RH.C0 = RH.C0:Lerp(CF(1+0*math.cos(sine/13),-0.6+-0.1*math.cos(sine/13),-0.5+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) LH.C0 = LH.C0:Lerp(CF(-1+0*math.cos(sine/13),-0.89+-0.1*math.cos(sine/13),0.3+0*math.cos(sine/13))*ANGLES(RAD(-15+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) elseif Root.Velocity.Magnitude < 2 then -- idle NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0.1*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RS.C0 = RS.C0:Lerp(CF(3+0.1*math.sin(sine/13),0.5+0.1*math.sin(sine/13),0+0.1*math.cos(sine/13))*ANGLES(RAD(61+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(-51+0*math.sin(sine/13))),.3) LS.C0 = LS.C0:Lerp(CF(-1.5+0.1*math.sin(sine/13),0.5+0.1*math.sin(sine/13),-2+0.1*math.cos(sine/13))*ANGLES(RAD(56+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(1+0*math.sin(sine/13))),.3) RH.C0 = RH.C0:Lerp(CF(1+0*math.cos(sine/13),-1+-0.1*math.cos(sine/13)+(rlegendPoint.Y+1-reanim['Right Leg'].Position.Y),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(-6+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) LH.C0 = LH.C0:Lerp(CF(-1+0*math.cos(sine/13),-1+-0.1*math.cos(sine/13)+(llegendPoint.Y+1-reanim['Left Leg'].Position.Y),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(23+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) elseif Root.Velocity.Magnitude < 200 then -- walk NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0.1*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RS.C0 = RS.C0:Lerp(CF(3+0.1*math.sin(sine/13),0.5+0.1*math.sin(sine/13),0+0.1*math.cos(sine/13))*ANGLES(RAD(61+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(-51+0*math.sin(sine/13))),.3) LS.C0 = LS.C0:Lerp(CF(-1.5+0.1*math.sin(sine/13),0.5+0.1*math.sin(sine/13),-2+0.1*math.cos(sine/13))*ANGLES(RAD(56+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(1+0*math.sin(sine/13))),.3) RH.C0 = RH.C0:Lerp(CF(1+0*math.cos(sine/8),-1+0.5*math.cos(sine/8),0+0*math.cos(sine/8))*ANGLES(RAD(0*1+50*math.sin(sine/8))*lookvel,RAD(0+0*math.cos(sine/8)),RAD(0+25*math.sin(sine/8))*rightvel),.3) LH.C0 = LH.C0:Lerp(CF(-1+0*math.cos(sine/8),-1+-0.5*math.cos(sine/8),0+0*math.cos(sine/8))*ANGLES(RAD(0*1+-50*math.sin(sine/8))*lookvel,RAD(0+0*math.cos(sine/8)),RAD(0+-25*math.sin(sine/8))*rightvel),.3) end elseif Mode == '2' then if Root.Velocity.y > 1 then -- jump NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-15+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0.1*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RS.C0 = RS.C0:Lerp(CF(1.5+0.1*math.sin(sine/13),0.5+0.1*math.sin(sine/13),0+0.1*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(43+0*math.sin(sine/13))),.3) LS.C0 = LS.C0:Lerp(CF(-1.5+0.1*math.sin(sine/13),0.5+0.1*math.sin(sine/13),0+0.1*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(-51+0*math.sin(sine/13))),.3) RH.C0 = RH.C0:Lerp(CF(1+0*math.cos(sine/13),-1+-0.1*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-24+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) LH.C0 = LH.C0:Lerp(CF(-1+0*math.cos(sine/13),-1+-0.1*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(23+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) elseif Root.Velocity.y < -1 then -- fall NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(12+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0.1*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RS.C0 = RS.C0:Lerp(CF(1.5+0.1*math.sin(sine/13),0.5+0.1*math.sin(sine/13),0+0.1*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(121+0*math.sin(sine/13))),.3) LS.C0 = LS.C0:Lerp(CF(-1.5+0.1*math.sin(sine/13),0.5+0.1*math.sin(sine/13),0+0.1*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(-122+0*math.sin(sine/13))),.3) RH.C0 = RH.C0:Lerp(CF(1+0*math.cos(sine/13),-1+-0.1*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(24+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) LH.C0 = LH.C0:Lerp(CF(-1+0*math.cos(sine/13),-1+-0.1*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-24+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) elseif Root.Velocity.Magnitude < 2 then -- idle NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0.1*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RS.C0 = RS.C0:Lerp(CF(1.5+0.1*math.sin(sine/13),0.5+0.1*math.sin(sine/13),0+0.1*math.cos(sine/13))*ANGLES(RAD(212+14*math.cos(sine/13)),RAD(0+12*math.cos(sine/13)),RAD(0+0*math.sin(sine/13))),.3) LS.C0 = LS.C0:Lerp(CF(-1.5+0.1*math.sin(sine/13),0.5+0.1*math.sin(sine/13),0+0.1*math.cos(sine/13))*ANGLES(RAD(-51+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(39+14*math.sin(sine/13))),.3) RH.C0 = RH.C0:Lerp(CF(1+0*math.cos(sine/13),-1+-0.1*math.cos(sine/13)+(rlegendPoint.Y+1-reanim['Right Leg'].Position.Y),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) LH.C0 = LH.C0:Lerp(CF(-1+0*math.cos(sine/13),-1+-0.1*math.cos(sine/13)+(llegendPoint.Y+1-reanim['Left Leg'].Position.Y),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) elseif Root.Velocity.Magnitude < 200 then -- walk NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0.1*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RS.C0 = RS.C0:Lerp(CF(1.5+0.1*math.sin(sine/13),0.5+0.1*math.sin(sine/13),0+0.1*math.cos(sine/13))*ANGLES(RAD(212+14*math.cos(sine/13)),RAD(0+12*math.cos(sine/13)),RAD(0+0*math.sin(sine/13))),.3) LS.C0 = LS.C0:Lerp(CF(-1.5+0.1*math.sin(sine/13),0.5+0.1*math.sin(sine/13),0+0.1*math.cos(sine/13))*ANGLES(RAD(-51+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(39+14*math.sin(sine/13))),.3) RH.C0 = RH.C0:Lerp(CF(1+0*math.cos(sine/8),-1+0.5*math.cos(sine/8),0+0*math.cos(sine/8))*ANGLES(RAD(0*1+50*math.sin(sine/8))*lookvel,RAD(0+0*math.cos(sine/8)),RAD(0+25*math.sin(sine/8))*rightvel),.3) LH.C0 = LH.C0:Lerp(CF(-1+0*math.cos(sine/8),-1+-0.5*math.cos(sine/8),0+0*math.cos(sine/8))*ANGLES(RAD(0*1+-50*math.sin(sine/8))*lookvel,RAD(0+0*math.cos(sine/8)),RAD(0+-25*math.sin(sine/8))*rightvel),.3) end elseif Mode == 'Attack0' then --attack clerp NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0.1*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-4+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RS.C0 = RS.C0:Lerp(CF(0.6+0.1*math.sin(sine/13),0.5+0.1*math.sin(sine/13),-1.5+0.1*math.cos(sine/13))*ANGLES(RAD(85+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(1+0*math.sin(sine/13))),.3) LS.C0 = LS.C0:Lerp(CF(-0.5+0.1*math.sin(sine/13),0.5+0.1*math.sin(sine/13),-5+0.1*math.cos(sine/13))*ANGLES(RAD(92+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.sin(sine/13))),.3) RH.C0 = RH.C0:Lerp(CF(1+0*math.cos(sine/13),-0.6+-0.1*math.cos(sine/13),-0.5+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) LH.C0 = LH.C0:Lerp(CF(-1+0*math.cos(sine/13),-0.89+-0.1*math.cos(sine/13),0.3+0*math.cos(sine/13))*ANGLES(RAD(-15+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) elseif Mode == 'Attack1' then --attack clerp elseif Mode == 'Attack3' then --attack clerp end srv.RenderStepped:Wait() end end)() --template by fx 8320
game name?
ice brain too
not for sale
Old Town Cowboy Hat - Lil Nas X (LNX) By Roblox
Try On3D
This item is not currently for sale. Buy Type Accessory | Hat Genres All Description Cowboy hat from Roblox.
what hats do i need