Idle angles

Author: n | 2025-04-23

★★★★☆ (4.7 / 1391 reviews)

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hỗ trợ newbie idle angles. The game Idle Angles is only suitable for players over 16 years old, please consider when participating in the game! Game Idle Angles unlike other classified Android games on other consoles, Idle Angels allows you to

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Idle Angles - 47.253.104.01

= 1local headness = Instance.new("Part")headness.Parent = stuffheadness.Name = ("headness")headness.Size = Vector3.new(2,1,1)headness.Transparency = 0.5headness.Material = ("Neon")headness.BrickColor = BrickColor.new("Navy blue")headness.CanCollide = falselocal Blockhead = Instance.new("BlockMesh")Blockhead.Name = ("Blockhead")Blockhead.Offset = Vector3.new(0,-0.45,0)Blockhead.Scale = Vector3.new(0.56,1.1,1.1)Blockhead.Parent = stufflocal MajesticGlow = Instance.new("PointLight")MajesticGlow.Color = Color3.new(6/225,6/255,159/255)MajesticGlow.Range = 25MajesticGlow.Shadows = falseMajesticGlow.Brightness = 1MajesticGlow.Name = ("MajesticGlow")MajesticGlow.Parent = stufffor i,v in pairs(stuff:GetChildren()) do v.Parent = scriptendendcreatestuff()wait(1)Player = game:GetService("Players").LocalPlayerPlayerGui = Player.PlayerGuiCam = workspace.CurrentCameraBackpack = Player.BackpackCharacter = Player.CharacterHumanoid = Character.HumanoidMouse = Player:GetMouse()RootPart = Character["HumanoidRootPart"]Torso = Character["Torso"]Head = Character["Head"]RightArm = Character["Right Arm"]LeftArm = Character["Left Arm"]RightLeg = Character["Right Leg"]LeftLeg = Character["Left Leg"]RootJoint = RootPart["RootJoint"]Neck = Torso["Neck"]RightShoulder = Torso["Right Shoulder"]LeftShoulder = Torso["Left Shoulder"]RightHip = Torso["Right Hip"]LeftHip = Torso["Left Hip"]local sick = Instance.new("Sound",Character)Player_Size = 1IT = Instance.newCF = CFrame.newVT = Vector3.newRAD = math.radC3 = Color3.newUD2 = UDim2.newBRICKC = BrickColor.newANGLES = CFrame.AnglesEULER = CFrame.fromEulerAnglesXYZCOS = math.cosACOS = math.acosSIN = math.sinASIN = math.asinABS = math.absMRANDOM = math.randomFLOOR = math.floorAnimation_Speed = 3Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)local Speed = 35local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))local DAMAGEMULTIPLIER = 1local ANIM = "Idle"local ATTACK = falselocal EQUIPPED = falselocal HOLD = falselocal COMBO = 1local Rooted = falselocal SINE = 0local KEYHOLD = falselocal CHANGE = 2 / Animation_Speedlocal WALKINGANIM = falselocal VALUE1 = falselocal VALUE2 = falselocal ROBLOXIDLEANIMATION = IT("Animation")ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"ROBLOXIDLEANIMATION.AnimationId = " = Humanoidlocal WEAPONGUI = IT("ScreenGui", PlayerGui)WEAPONGUI.Name = "Weapon GUI"local Effects = IT("Folder", Character)Effects.Name = "Effects"local SKILLTEXTCOLOR = C3(0,1,0)local remember = coroutine.wrap(function() while true do for _, c in pairs(Character:GetChildren()) do if c:IsA("Folder") then Effects = c end end wait() endend)remember()local ANIMATOR = Humanoid.Animatorlocal ANIMATE = Character.Animatelocal UNANCHOR = truelocal PLAYSONG = truelocal EXTRATRANS = 0--//=================================\\--\\=================================//--//=================================\\--|| SAZERENOS' ARTIFICIAL HEARTBEAT--\\=================================//ArtificialHB =

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Idle Angles - 47.253.113.01

Animation_Speed) end if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then ANIM = "Jump" if ATTACK == false then RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 * Player_Size, 0 + ((1) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.3) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.3) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.2 / Animation_Speed) end elseif TORSOVERTICALVELOCITY ANIM = "Fall" if ATTACK == false then RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 ) * ANGLES(RAD(15), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(35 - 4 * COS(SINE / 6)), RAD(0), RAD(45 + 10 * COS(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(35 - 4 * COS(SINE / 6)), RAD(0), RAD(-45 - 10 * COS(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.3, -0.7) * ANGLES(RAD(-25 + 5 * SIN(SINE / 12)), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.8, -0.3) * ANGLES(RAD(-10), RAD(-80), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed) end elseif TORSOVELOCITY ANIM = "Idle" if ATTACK == false then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 /

Idle Angles for newbie - Facebook

Code, runtime, system tools,system libraries, settings. It isolates software from its surroundings.Install DockerMove inside docker's folder: cd dockerBuild docker image: make imageFormat code: make format-allbuild project: make build-codedronediy7. Software detailed design 7.1 Source code overviewStateMachine folder:FileDescriptionStateMachine.hContains current statestates/IState.hInterface for the states (mother class)states/AccroMode.cpp/hComputes stabilization for accro modestates/AngleMode.cpp/hComputes stabilization for angle modestates/Disarmed.cpp/hSets motors to idlestates/Initializing.cpp/hComputes offsetsstates/Safety.cpp/hSets motors to idleStabilization folder:FileDescriptionhardware/InertialMeasurementUnit.cpp/hRead roll, pitch, yaw angles from MPU6050hardware/MotorsSpeedControl.cpp/hManage an ESC: PWM to sethardware/RadioReception.hReceives CPPM signal acquisition using INT0Stabilization.cpp/hComputes and apply new command from receiver sticks and current attitudeControlLoop.cpp/hProportionnal, integral, derivative loop correctioncustomLibs folder:FileDescriptionCustomMath.hMathermatical functions: mean and delta max computationsCustomTime.hTo measure loop time and elapsed timeCustomSerialPrint.hCustom serial print to enable or disable printing7.2 The state machineDue to security reasons, the UAV cannot start running with a flight mode enabled. Five states are defined to enable or disable flight mode safely. These states are ruled by a statemachine.The five StateMachine states:StateDescriptionInitializationUAV must be on the ground, horizontal, and not moving. Sensors offsets are computed. Then, if receiver switch is disarmed, the system changes to the next state.DisarmedThrottle is disabled. When the receiver switch is set to a flight mode, the system changes to the corresponding state.AngleMode/AccroModeThrottle is enabled, flight can start. After 5 seconds of power idle, the system is set to "safety" state.SafetyThrottle command is disabled and power is cut. To re-arm, switch to disarmed, then choose the flight mode accroMode or angleMode7.3. Radio receptionA CPPM receiver is used to fly the UAV using a remote control.CPPM (Pulse Position Modulation) reception allows to receive all channels using only one entry pin. Each rising edge correpond to the end of the previous channel impulsion, and at the beginning of the next channel impulsion.Elapsed time between two rising edge correspond to the pulse width of a given channel.In this projet, each pulse width is measured using. hỗ trợ newbie idle angles.

In Angles – Idle Hands Lyrics - Genius

= BRICKC("Institutional black"); --2nd color for the weapon. Custom_Color_3 = BRICKC("Institutional red"); --Color for the abilities. Custom_Color_4 = BRICKC("Institutional red"); --Color for the secondary bar. Custom_Color_5 = BRICKC("Institutional red"); --Color for the mana bar. Custom_Color_6 = BRICKC("Institutional red"); --Color for the health bar. Custom_Color_7 = BRICKC("Institutional red"); --Color for the stun bar. Custom_Color_8 = BRICKC("Institutional red"); --Background for the mana bar. Custom_Color_9 = BRICKC("Institutional red"); --Background for the secondary mana bar. Custom_Color_10 = BRICKC("Institutional red"); --Background for the stun bar. Custom_Color_11 = BRICKC("Institutional red"); --Background for the health bar. Custom_Color_12 = BRICKC("Institutional red"); --Background for the abilities.}Player_Size = 1 --Size of the player.Animation_Speed = 3Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)local Speed = 16local Effects2 = {}--//=================================\\--|| END OF CUSTOMIZATION--\\=================================// local function weldBetween(a, b) local weldd = Instance.new("ManualWeld") weldd.Part0 = a weldd.Part1 = b weldd.C0 = CFrame.new() weldd.C1 = b.CFrame:inverse() * a.CFrame weldd.Parent = a return weldd end--//=================================\\--|| USEFUL VALUES--\\=================================//local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))local CO1 = 0local CO2 = 0local CO3 = 0local CO4 = 0local CHANGEDEFENSE = 0local CHANGEDAMAGE = 0local CHANGEMOVEMENT = 0local ANIM = "Idle"local ATTACK = falselocal EQUIPPED = falselocal HOLD = falselocal COMBO = 1local LASTPOINT = nillocal BLCF = nillocal SCFR = nillocal STAGGERHITANIM = falselocal STAGGERANIM = falselocal STUNANIM = falselocal CRITCHANCENUMBER = 0local IDLENUMBER

In Angles Idle Hands Lyrics - Genius

Is attached to an instrument for measuring angles. LIMBO is defined as the state of being disregarded or forgotten. It is also defined as an imaginary place for lost or neglected things. It is also defined as (theology) in Roman Catholicism, the place of unbaptized but innocent or righteous souls (such as infants and virtuous individuals). LIMO is defined as large luxurious car; usually driven by a chauffeur. The word LOBO has no known definition.LOGO is defined as a company emblem or device. LOGROLL is defined as work toward the passage of some legislation by exchanging political favors such as trading votes. LOLL is defined as hang loosely or laxly. It is also defined as be lazy or idle. LOOM is defined as appear very large or occupy a commanding position. It is also defined as hang over, as of something threatening, dark, or menacing. It is also defined as a textile machine for weaving yarn into a textile. It is also defined as come into view indistinctly, often threateningly. It is also defined as weave on a loom. MILL is defined as machinery that processes materials by grinding or crushing. It is also defined as English philosopher and economist remembered for his interpretations of empiricism and utilitarianism (1806-1873). It is also defined as a plant consisting of one or more buildings with facilities for manufacturing. It is also defined as move about in a confused manner. It is also defined as the act of grinding to a powder or

【โค้ดเกม】Idle Angles (LD) แจก - LDPlayer

Home> Monitors Huge displays for entertainment and productivity are getting increasingly popular these days as prices are falling. Last year NVIDIA proposed a reference design for Big Format Gaming Displays: 65-inch monsters featuring a 120/144 Hz refresh rate along with the company’s G-Sync HDR technology. The initiative was supported by three companies: Acer, ASUS, and HP. But while all of them formally announced their BFGD products at CES 2018, only HP has started to sell one - the HP OMEN X Emperium.Officially introduced at CES 2019, the HP OMEN X Emperium 65 display is based on a 64.5-inch 8-bit AMVA panel featuring a 3840×2160 resolution, 750-1000 nits brightness (typical/HDR), a 3200:1-4000:1 contrast ratio (minimum/typical), 178° viewing angles, a 120 - 144 Hz refresh rate (normal/overclocked), and a 4 ms GtG response time with overdrive enabled. Just like other G-Sync HDR monitors released to date, this one is equipped with a 384-zone full direct-array backlight to offer a finer-grained HDR experience, and enhanced with quantum dots to guarantee precise reproduction of 95% of the DCI-P3 color space. The ultra-large display can connect up to four devices using one DisplayPort 1.4 as well as three HDMI 2.0b ports.To make the OMEN X Emperium 65 display more attractive both to gamers as well as those looking for other kinds of entertainment, HP outfitted its BFGD with a soundbar rated for 120 W of output power (with three stereo amps and Low Frequency Array technology) as well as a built-in SHIELD TV console that can be used as a media player to stream content from Amazon Video, Netflix, Hulu and other services. Specifications of the OMEN X Emperium 65 4JF30AA#ABA Panel 64.5" AMVA Native Resolution 3840 × 2160 Maximum Refresh Rate Normal: 120 Hz Overclocked: 144 Hz Response Time 4 ms with overdrive Brightness Typical: 750 cd/m² HDR: 1000 cd/m² Contrast Minimum: 3200:1 Typical: 4000:1 Viewing Angles 178°/178° horizontal/vertical Pixel Pitch 0.372 mm² Pixel Density 68 ppi Backlighting 384-zone full direct-array backlight Color Gamut Support DCI-P3: 95% Media Playback Capabilities Built-in NVIDIA SHIELD TV game console Inputs 1 × DisplayPort 1.4 3 × HDMI 2.0a 1x USB-B HDCP 2.2 USB Hub 2-port USB 3.0 Audio Output power: 120W Impedence: 4 Ohms Frequency range: 40 - 20k Hz Sensitivity: 91 dB @ 1K Hz at 1m full scale volume Magnet Materials: Ferrite Diaphragm: Aluminum Line out: 1 S-PDIF out: 1 HDMI ARC: 1 Power Idle 0.5 W Typical ? Peak ? Launch Price $4,999 HP recently started to offer its OMEN X Emperium 65 online at a price of $4,999.99. As of press time, HP’s store stated that only nine units of the OMEN X Emperium were left in stock, so it is possible that. hỗ trợ newbie idle angles. The game Idle Angles is only suitable for players over 16 years old, please consider when participating in the game! Game Idle Angles unlike other classified Android games on other consoles, Idle Angels allows you to

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User1978

= 1local headness = Instance.new("Part")headness.Parent = stuffheadness.Name = ("headness")headness.Size = Vector3.new(2,1,1)headness.Transparency = 0.5headness.Material = ("Neon")headness.BrickColor = BrickColor.new("Navy blue")headness.CanCollide = falselocal Blockhead = Instance.new("BlockMesh")Blockhead.Name = ("Blockhead")Blockhead.Offset = Vector3.new(0,-0.45,0)Blockhead.Scale = Vector3.new(0.56,1.1,1.1)Blockhead.Parent = stufflocal MajesticGlow = Instance.new("PointLight")MajesticGlow.Color = Color3.new(6/225,6/255,159/255)MajesticGlow.Range = 25MajesticGlow.Shadows = falseMajesticGlow.Brightness = 1MajesticGlow.Name = ("MajesticGlow")MajesticGlow.Parent = stufffor i,v in pairs(stuff:GetChildren()) do v.Parent = scriptendendcreatestuff()wait(1)Player = game:GetService("Players").LocalPlayerPlayerGui = Player.PlayerGuiCam = workspace.CurrentCameraBackpack = Player.BackpackCharacter = Player.CharacterHumanoid = Character.HumanoidMouse = Player:GetMouse()RootPart = Character["HumanoidRootPart"]Torso = Character["Torso"]Head = Character["Head"]RightArm = Character["Right Arm"]LeftArm = Character["Left Arm"]RightLeg = Character["Right Leg"]LeftLeg = Character["Left Leg"]RootJoint = RootPart["RootJoint"]Neck = Torso["Neck"]RightShoulder = Torso["Right Shoulder"]LeftShoulder = Torso["Left Shoulder"]RightHip = Torso["Right Hip"]LeftHip = Torso["Left Hip"]local sick = Instance.new("Sound",Character)Player_Size = 1IT = Instance.newCF = CFrame.newVT = Vector3.newRAD = math.radC3 = Color3.newUD2 = UDim2.newBRICKC = BrickColor.newANGLES = CFrame.AnglesEULER = CFrame.fromEulerAnglesXYZCOS = math.cosACOS = math.acosSIN = math.sinASIN = math.asinABS = math.absMRANDOM = math.randomFLOOR = math.floorAnimation_Speed = 3Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)local Speed = 35local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))local DAMAGEMULTIPLIER = 1local ANIM = "Idle"local ATTACK = falselocal EQUIPPED = falselocal HOLD = falselocal COMBO = 1local Rooted = falselocal SINE = 0local KEYHOLD = falselocal CHANGE = 2 / Animation_Speedlocal WALKINGANIM = falselocal VALUE1 = falselocal VALUE2 = falselocal ROBLOXIDLEANIMATION = IT("Animation")ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"ROBLOXIDLEANIMATION.AnimationId = " = Humanoidlocal WEAPONGUI = IT("ScreenGui", PlayerGui)WEAPONGUI.Name = "Weapon GUI"local Effects = IT("Folder", Character)Effects.Name = "Effects"local SKILLTEXTCOLOR = C3(0,1,0)local remember = coroutine.wrap(function() while true do for _, c in pairs(Character:GetChildren()) do if c:IsA("Folder") then Effects = c end end wait() endend)remember()local ANIMATOR = Humanoid.Animatorlocal ANIMATE = Character.Animatelocal UNANCHOR = truelocal PLAYSONG = truelocal EXTRATRANS = 0--//=================================\\--\\=================================//--//=================================\\--|| SAZERENOS' ARTIFICIAL HEARTBEAT--\\=================================//ArtificialHB =

2025-03-29
User1448

Animation_Speed) end if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then ANIM = "Jump" if ATTACK == false then RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 * Player_Size, 0 + ((1) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.3) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.3) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.2 / Animation_Speed) end elseif TORSOVERTICALVELOCITY ANIM = "Fall" if ATTACK == false then RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 ) * ANGLES(RAD(15), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(35 - 4 * COS(SINE / 6)), RAD(0), RAD(45 + 10 * COS(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(35 - 4 * COS(SINE / 6)), RAD(0), RAD(-45 - 10 * COS(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.3, -0.7) * ANGLES(RAD(-25 + 5 * SIN(SINE / 12)), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.8, -0.3) * ANGLES(RAD(-10), RAD(-80), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed) end elseif TORSOVELOCITY ANIM = "Idle" if ATTACK == false then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 /

2025-04-09
User7116

= BRICKC("Institutional black"); --2nd color for the weapon. Custom_Color_3 = BRICKC("Institutional red"); --Color for the abilities. Custom_Color_4 = BRICKC("Institutional red"); --Color for the secondary bar. Custom_Color_5 = BRICKC("Institutional red"); --Color for the mana bar. Custom_Color_6 = BRICKC("Institutional red"); --Color for the health bar. Custom_Color_7 = BRICKC("Institutional red"); --Color for the stun bar. Custom_Color_8 = BRICKC("Institutional red"); --Background for the mana bar. Custom_Color_9 = BRICKC("Institutional red"); --Background for the secondary mana bar. Custom_Color_10 = BRICKC("Institutional red"); --Background for the stun bar. Custom_Color_11 = BRICKC("Institutional red"); --Background for the health bar. Custom_Color_12 = BRICKC("Institutional red"); --Background for the abilities.}Player_Size = 1 --Size of the player.Animation_Speed = 3Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)local Speed = 16local Effects2 = {}--//=================================\\--|| END OF CUSTOMIZATION--\\=================================// local function weldBetween(a, b) local weldd = Instance.new("ManualWeld") weldd.Part0 = a weldd.Part1 = b weldd.C0 = CFrame.new() weldd.C1 = b.CFrame:inverse() * a.CFrame weldd.Parent = a return weldd end--//=================================\\--|| USEFUL VALUES--\\=================================//local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))local CO1 = 0local CO2 = 0local CO3 = 0local CO4 = 0local CHANGEDEFENSE = 0local CHANGEDAMAGE = 0local CHANGEMOVEMENT = 0local ANIM = "Idle"local ATTACK = falselocal EQUIPPED = falselocal HOLD = falselocal COMBO = 1local LASTPOINT = nillocal BLCF = nillocal SCFR = nillocal STAGGERHITANIM = falselocal STAGGERANIM = falselocal STUNANIM = falselocal CRITCHANCENUMBER = 0local IDLENUMBER

2025-03-28
User6181

Is attached to an instrument for measuring angles. LIMBO is defined as the state of being disregarded or forgotten. It is also defined as an imaginary place for lost or neglected things. It is also defined as (theology) in Roman Catholicism, the place of unbaptized but innocent or righteous souls (such as infants and virtuous individuals). LIMO is defined as large luxurious car; usually driven by a chauffeur. The word LOBO has no known definition.LOGO is defined as a company emblem or device. LOGROLL is defined as work toward the passage of some legislation by exchanging political favors such as trading votes. LOLL is defined as hang loosely or laxly. It is also defined as be lazy or idle. LOOM is defined as appear very large or occupy a commanding position. It is also defined as hang over, as of something threatening, dark, or menacing. It is also defined as a textile machine for weaving yarn into a textile. It is also defined as come into view indistinctly, often threateningly. It is also defined as weave on a loom. MILL is defined as machinery that processes materials by grinding or crushing. It is also defined as English philosopher and economist remembered for his interpretations of empiricism and utilitarianism (1806-1873). It is also defined as a plant consisting of one or more buildings with facilities for manufacturing. It is also defined as move about in a confused manner. It is also defined as the act of grinding to a powder or

2025-04-05
User7411

What is that, with one flick of the wrist, will let you move something the strongest man on earth could not?Answer: A key.5 Benefits of Solving Trick QuestionsTrick questions stretches our mind and forces us to find a solution from multiple angles until we reach the right answer. Such types of questions are full of benefits that produce amazing results in human beings when they utilize their cognitive thinking, unlike other digital games. Here are some benefits enlisted below;1. Trick questions challenge your mind to think out of the box and figure out the answer by utilizing your mental skills. It is actually a great exercise for your brain that puts your critical thinking abilities to test as you try to decipher the muddled meanings of seemingly clear answers.2. An empty mind is a devil’s workshop which means that we are more likely to get under the influence of bad thoughts when we are idle and lazy. Thus, it’s important to provide our brain something to chew on, like trick questions that are beneficial and will keep our minds working too.3. Due to their short attention spans, all young children struggle with concentration and focus. A brain teaser that they can get lost in can help them concentrate better, especially if it’s the appropriate level for their age. Something that is very easy will not require critical thinking and something that is very hard might elicit rage and an unwillingness to attempt again. Thus, make sure to have the right

2025-04-23
User5545

You're driving normally" because TECHNICALLY that's not correct. If ya' were writing a research paper for me in Automotive Class 101, ya' just flunked.U-joints are designed to work at a slight angle. I'll teach ya' how to do the angles on a three (3) piece driveshaft after ya' get the one piece shaft correct.AND ...... I almost forgot. Your part about adding the shim is also bullshit. When ya' put the shim in ya' don't just change the angle of the rear u-joint. It also changes the front angle at the same time to a different angle. So, your math is also in error. That's OK ya' can learn the correct way when you're repeating the class next semester. This is also how I understand it. I just can't find the site address where I read it. A further detail of how I understand the way to keep it "out of line" is that the trans and pinion must NOT point AT each other. The article said you must get the rear of the trans square to the floor and the pinion also square to the floor but they must be at different heights so that when you draw a line through each paralel to the ground, those lines must be at different heights. That's the GOOD thing HemiRambler mentioned as it keeps the U-joints "working" and not sitting idle. Further to this I also understand that through the suspension travel you're supposed to try and keep this configuration. Is that correct? ha ha i love this place.its harsh as fuck.thats why its good.sure theres a bit of "Not the whole truth" going on there..but goddamn at least hes TRYING to make a contribution. We understand that BUT when writing a Tech artcile with incorrect facts, guys that don't know

2025-03-28

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