-- script made by jinxx local H = Instance.new("Hint", game.Workspace) H.Parent = game.Workspace H.Text = ("L") wait(.1) H.Text = ("La") wait(.1) H.Text = ("Lag") wait(.1) H.Text = ("Lagg") wait(.1) H.Text = ("Laggy") wait(.1) H.Text = ("Laggy g") wait(.1) H.Text = ("Laggy gu") wait(.1) H.Text = ("Laggy guy") wait(.1) H.Text = ("Laggy guy l") wait(.1) H.Text = ("Laggy guy lo") wait(.1) H.Text = ("Laggy guy loa") wait(.1) H.Text = ("Laggy guy load") wait(.1) H.Text = ("Laggy guy loade") wait(.1) H.Text = ("Laggy guy loaded") wait(5) H:Destroy() local riseHeight = 10 -- Adjust this value to change the total rise height local riseSpeed = 5 -- Adjust this value to change the rise speed local fallSpeed = 10 -- Adjust this value to change the fall speed -- Get the player's character and HumanoidRootPart local player = game.Players.LocalPlayer local character = player.Character or player.CharacterAdded:Wait() local humanoidRootPart = character:WaitForChild("HumanoidRootPart") -- Function to lift the character up and then bring them back down local function liftAndFall() local initialPosition = humanoidRootPart.Position -- Lift character up while humanoidRootPart.Position.Y < initialPosition.Y + riseHeight do humanoidRootPart.Velocity = Vector3.new(0, riseSpeed, 0) wait() end humanoidRootPart.Velocity = Vector3.new(0, 0, 0) -- Stop movement -- Bring character back down while humanoidRootPart.Position.Y > initialPosition.Y do humanoidRootPart.Velocity = Vector3.new(0, -fallSpeed, 0) wait() end humanoidRootPart.Velocity = Vector3.new(0, 0, 0) -- Stop movement -- Repeat the process liftAndFall() end -- Start the lift and fall process liftAndFall() local riseHeight = 10 -- Adjust this value to change the total rise height local riseSpeed = 5 -- Adjust this value to change the rise speed local fallSpeed = 10 -- Adjust this value to change the fall speed -- Get the player's character and HumanoidRootPart local player = game.Players.LocalPlayer local character = player.Character or player.CharacterAdded:Wait() local humanoidRootPart = character:WaitForChild("HumanoidRootPart") -- Function to lift the character up and then bring them back down local function liftAndFall() local initialPosition = humanoidRootPart.Position -- Lift character up while humanoidRootPart.Position.Y < initialPosition.Y + riseHeight do humanoidRootPart.Velocity = Vector3.new(0, riseSpeed, 0) wait() end humanoidRootPart.Velocity = Vector3.new(0, 0, 0) -- Stop movement -- Bring character back down while humanoidRootPart.Position.Y > initialPosition.Y do humanoidRootPart.Velocity = Vector3.new(0, -fallSpeed, 0) wait() end humanoidRootPart.Velocity = Vector3.new(0, 0, 0) -- Stop movement -- Repeat the process liftAndFall() end -- Start the lift and fall process liftAndFall() local player = game.Players.LocalPlayer local character = player.Character or player.CharacterAdded:Wait() local humanoidRootPart = character:WaitForChild("HumanoidRootPart") local humanoid = character:WaitForChild("Humanoid") local reachedHeight = 20 -- Adjust this value to set the height threshold local actionKey = Enum.KeyCode.F -- Use the 'F' key to trigger action -- Flag to track if action has been triggered local actionTriggered = false -- Function to check if character has reached the specified height local function checkReachedHeight() if humanoidRootPart.Position.Y >= reachedHeight and not actionTriggered then actionTriggered = true -- Perform your action here print("Character reached up! Perform action here.") -- Example action: Reset character position and action flag humanoidRootPart.CFrame = CFrame.new(Vector3.new(0, 0, 0)) -- Reset position to origin actionTriggered = false -- Reset action flag -- You can add more actions here, like resetting health or performing other tasks end end -- Listen for key press to trigger action game:GetService("UserInputService").InputBegan:Connect(function(input) if input.UserInputType == Enum.UserInputType.Keyboard and input.KeyCode == actionKey then checkReachedHeight() end end) -- Function to continuously check character position local function monitorCharacterPosition() while true do checkReachedHeight() wait(0.1) -- Adjust the frequency of position checking as needed end end -- Start monitoring character position monitorCharacterPosition()