Certainly! Roblox R15 scripts play an important part in improving the gaming experience by allowing developers to build engaging animations and interactions inside their games. These scripts bring games to life by creating dynamic character motions, enabling thrilling fighting scenes, or adding humorous emotes. If you’re looking for these scripts, you’re in luck! Continue reading to learn more, download, or immediately copy your favorite script to improve your Roblox gaming activities. Let us investigate the limitless potential of R15 programming!
Script Name | Roblox R15 Scripts |
Use Options | Copy & Download |
Update Date | 03.09.2023 |
Click To Copy
for i,v in next, game:GetService("Players").LocalPlayer.Character:GetDescendants() do if v:IsA("BasePart") and v.Name ~="HumanoidRootPart" then game:GetService("RunService").Heartbeat:connect(function() v.Velocity = Vector3.new(1, 25, 1) end) end end wait(3) local Frame = (60) local chr = game.Players.LocalPlayer.Character Service = setmetatable( { Get = function(Self, Serv) if Service[Serv] then return Service[Serv] end local S = game:GetService(Serv) if S then Service[Serv] = S end return S end }, { __index = function(Self, Index) local S = game:GetService(Index) if S then Service[Index] = S end return S end } ) local LP = Service["Players"].LocalPlayer local Char = LP["Character"] local Torso, Root, Humanoid = Char["UpperTorso"], Char["HumanoidRootPart"], Char["Humanoid"] local TService, UIS = Service["TweenService"], Service["UserInputService"] coroutine.wrap( function() Root["Anchored"] = true wait(.8) Root["Anchored"] = false end )() local Create = function(Obj, Parent) local I = Instance.new(Obj) I["Parent"] = Parent return I end local Contains = function(Table, KV) for K, V in next, Table do if rawequal(KV, K) or rawequal(KV, V) then return true end end return false end local PoseToCF = function(Pose, Motor) return (Motor["Part0"].CFrame * Motor["C0"] * Pose["CFrame"] * Motor["C1"]:Inverse()):ToObjectSpace( Motor["Part0"].CFrame ) end local Joints = { ["LeftHand"] = game.Players.LocalPlayer.Character.LeftHand["LeftWrist"], ["LeftLowerArm"] = chr.LeftLowerArm["LeftElbow"], ["LeftUpperArm"] = chr.LeftUpperArm["LeftShoulder"], ["RightHand"] = chr.RightHand["RightWrist"], ["RightLowerArm"] = chr.RightLowerArm["RightElbow"], ["RightUpperArm"] = chr.RightUpperArm["RightShoulder"], ["UpperTorso"] = chr.UpperTorso["Waist"], ["LeftFoot"] = chr.LeftFoot["LeftAnkle"], ["LeftLowerLeg"] = chr.LeftLowerLeg["LeftKnee"], ["LeftUpperLeg"] = chr.LeftUpperLeg["LeftHip"], ["RightFoot"] = chr.RightFoot["RightAnkle"], ["RightLowerLeg"] = chr.RightLowerLeg["RightKnee"], ["RightUpperLeg"] = chr.RightUpperLeg["RightHip"], ["LowerTorso"] = chr.LowerTorso["Root"] } for K, V in next, Char:GetChildren() do if V:IsA("BasePart") then coroutine.wrap( function() repeat V["CanCollide"] = false Service["RunService"].Stepped:Wait() until Humanoid["Health"] < 1 end )() end end for K, V in next, Joints do local AP, AO, A0, A1 = Create("AlignPosition", V["Part1"]), Create("AlignOrientation", V["Part1"]), Create("Attachment", V["Part1"]), Create("Attachment", V["Part0"]) AP["RigidityEnabled"] = true AO["RigidityEnabled"] = true AP["Attachment0"] = A0 AP["Attachment1"] = A1 AO["Attachment0"] = A0 AO["Attachment1"] = A1 A0["Name"] = "CFAttachment0" A1["Name"] = "CFAttachment1" A0["CFrame"] = V["C1"] * V["C0"]:Inverse() V:Remove() end local Edit = function(Part, Value, Duration, Style, Direction) Style = Style or "Enum.EasingStyle.Linear" Direction = Direction or "Enum.EasingDirection.In" local Attachment = Part:FindFirstChild("CFAttachment0") if Attachment ~= nil then TService:Create( Attachment, TweenInfo.new( Duration, Enum["EasingStyle"][tostring(Style):split(".")[3]], Enum["EasingDirection"][tostring(Direction):split(".")[3]], 0, false, 0 ), {CFrame = Value} ):Play() end end if not Service["RunService"]:FindFirstChild("Delta") then local Delta = Create("BindableEvent", Service["RunService"]) Delta["Name"] = "Delta" local A, B = 0, tick() Service["RunService"].Delta:Fire() Service["RunService"].Heartbeat:Connect( function(C, D) A = A + C if A >= (1 / Frame) then for I = 1, math.floor(A / (1 / Frame)) do Service["RunService"].Delta:Fire() end B = tick() A = A - (1 / Frame) * math.floor(A / (1 / Frame)) end end ) end coroutine.wrap( function() Humanoid["Died"]:Wait() for K, V in next, Char:GetDescendants() do if V["Name"]:match("Align") then V:Destroy() end end end )() local PreloadAnimation = function(AssetId) local Sequence = game:GetObjects("rbxassetid://" .. AssetId)[1] assert(Sequence:IsA("KeyframeSequence"), "Instance is not a KeyframeSequence.") wait(.06) local Class = {} Class["Speed"] = 1 local Yield = function(Seconds) local Time = Seconds * (Frame + Sequence:GetKeyframes()[#Sequence:GetKeyframes()].Time) for I = 1, Time, Class["Speed"] do Service["RunService"].Delta["Event"]:Wait() end end Class["Stopped"] = false Class["Complete"] = Instance.new("BindableEvent") Class["Play"] = function() Class["Stopped"] = false coroutine.wrap( function() repeat for K = 1, #Sequence:GetKeyframes() do local K0, K1, K2 = Sequence:GetKeyframes()[K - 1], Sequence:GetKeyframes()[K], Sequence:GetKeyframes()[K + 1] if Class["Stopped"] ~= true and Humanoid["Health"] > 0 then if K0 ~= nil then Yield(K1["Time"] - K0["Time"]) end coroutine.wrap( function() for I = 1, #K1:GetDescendants() do local Pose = K1:GetDescendants()[I] if Contains(Joints, Pose["Name"]) then local Duration = K2 ~= nil and (K2["Time"] - K1["Time"]) / Class["Speed"] or .5 Edit( Char[Pose["Name"]], PoseToCF(Pose, Joints[Pose["Name"]]), Duration, Pose["EasingStyle"], Pose["EasingDirection"] ) end end end )() end end Class["Complete"]:Fire() until Sequence["Loop"] ~= true or Class["Stopped"] ~= false or Humanoid["Health"] < 1 end )() end Class["Stop"] = function() Class["Stopped"] = true end Class["Reset"] = function() coroutine.wrap( function() wait(.02) assert(Class["Stopped"], "Track Must Be Stopped First!") for K, V in next, Joints do local Part = Char[K] if Part ~= nil then local Attachment = Part:FindFirstChild("CFAttachment0") if Attachment ~= nil then Attachment["CFrame"] = V["C1"] * V["C0"]:Inverse() end end end end )() end return Class end Humanoid.WalkSpeed = 16 local Anims = { ["Idle"] = PreloadAnimation(4211217646), ["Walk"] = PreloadAnimation(913376220), ["Run"] = PreloadAnimation(913376220), ["Jump"] = PreloadAnimation(507765000), ["Fall"] = PreloadAnimation(507767968) } wait(1) local Connections = {} Mouse = LP:GetMouse() local Dancing, Running = false, false local StopAll = function() for K, V in next, Anims do if V["Stopped"] ~= true then V:Stop() end end end Anims["Idle"]:Play() Dancing = false Anims["Walk"].Stopped = true Anims["Run"].Stopped = true Connections["Run"] = Humanoid["Running"]:Connect( function(Speed) if Speed > 6 and Dancing ~= true and Anims["Walk"].Stopped ~= false and runnning ~= true then Anims["Idle"]:Stop() Anims["Jump"]:Stop() Anims["Fall"]:Stop() Anims["Run"]:Stop() Anims["Walk"]:Play() elseif Speed < 5 and Dancing ~= true and Anims["Walk"].Stopped ~= true and runnning ~= true then Anims["Walk"]:Stop() Anims["Jump"]:Stop() Anims["Fall"]:Stop() Anims["Run"]:Stop() Anims["Idle"]:Play() elseif Speed < 5 and Dancing ~= true and Anims["Jump"].Stopped ~= true or Anims["Fall"].Stopped ~= true then Anims["Walk"]:Stop() Anims["Jump"]:Stop() Anims["Fall"]:Stop() Anims["Run"]:Stop() Anims["Idle"]:Play() end end ) Connections["Jumping"] = Humanoid["Jumping"]:Connect( function(active) if active and Dancing ~= true and Anims["Jump"].Stopped ~= false then Anims["Idle"]:Stop() Anims["Walk"]:Stop() Anims["Fall"]:Stop() Anims["Run"]:Stop() Anims["Jump"]:Play() end end ) Connections["FreeFalling"] = Humanoid["FreeFalling"]:Connect( function(active) if active and Dancing ~= true and Anims["Jump"].Stopped ~= false then Anims["Idle"]:Stop() Anims["Walk"]:Stop() Anims["Jump"]:Stop() Anims["Run"]:Stop() Anims["Fall"]:Play() end end ) Mouse.KeyDown:connect( function(key) if key:lower() == string.char(48) then --string.char(48) is just shift if Humanoid and Anims["Walk"].Stopped ~= true then Anims["Walk"]:Stop() Anims["Jump"]:Stop() Anims["Fall"]:Stop() Anims["Idle"]:Stop() Anims["Run"]:Play() runnning = true Humanoid.WalkSpeed = 26 end end end ) --When button is lifted Mouse.KeyUp:connect( function(key) if key:lower() == string.char(48) then --string.char(48) is just shift if Humanoid then runnning = false Humanoid.WalkSpeed = 16 end end end ) wait(1) local Bind = function(Id, Key, Speed) Speed = Speed or 1 local Animation = PreloadAnimation(Id) table.insert(Anims, Animation) local V = UIS.InputBegan:Connect( function(Input, P) if Input.KeyCode == Enum.KeyCode[Key] and P ~= true then if Dancing ~= true then Dancing = true StopAll() wait(.1) Animation:Play() Animation["Speed"] = Speed else Dancing = false StopAll() wait(.1) Anims["Idle"]:Play() end end end ) end Bind(10507080897, "Q", 1) wait(0.1) Bind(10731649737, "Y", 1) wait(0.1) Bind(10724052169 , "E", 1) wait(0.1) Bind(10722615238 , "R", 1) wait(0.1) Bind(5971749922, "T", 1) wait(0.1) Bind(5349599731, "U", 2) wait(0.1) Bind(5641878449, "F", 1) wait(0.1) Bind(5943669474, "O", 1) wait(0.1) Bind(6024896974, "G", 1) wait(0.1) Bind(10881761394, "H", 1) wait(0.1) Bind(1574383214, "J", 1) wait(0.1) Bind(10881753261, "K", 1) wait(0.1) Bind(5349600811, "L", 1) wait(0.1) Bind(10881645631, "Z", 1) wait(0.1) Bind(10881661040, "X", 1) wait(0.1) Bind(10881685708, "C", 1) wait(0.1) Bind(5943658900, "V", 1) wait(0.1) Bind(10881733560, "B", 1) wait(0.1) Bind(10881694331, "N", 1) wait(0.1) Bind(5927871610, "M", 1)
Here’s a step-by-step guide to using the Roblox R15 Scripts from Pastebin:
- Click on the “COPY” button to automatically copy the script.
- Paste the copied script into your script application.
- Run the script and you’re all set.
These simple instructions allow players to quickly and easily utilize the script to enhance their Roblox R15 Scripts gaming experience.
If you are unable to copy or you do not want to use this script now, then you can download this script, click on the download button below to download.
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What are the Roblox R15 Scripts?
R15 scripts, often known as R15 animations, are Lua scripts that developers may use to generate bespoke animations for characters that use the R15 rig. These scripts allow you to manage a player’s character’s movement and behavior in a Roblox game. R15 scripts can execute the following typical tasks:
1. Custom Animations: You can use R15 scripts to create custom animations for your characters, such as walking, running, jumping, dancing, and more. These animations can be triggered by various in-game events or player actions.
2. Character Manipulation: R15 scripts enable you to manipulate the position and rotation of individual body parts of a character, allowing for precise control over how a character moves and behaves.
3. Interaction with Objects: You can use R15 scripts to make characters interact with objects in the game world, such as picking up items, pushing buttons, or opening doors.
4. Combat Systems: R15 scripts can be used to create combat systems, including melee and ranged attacks, health management, and damage calculations.
5. Emotes and Gestures: Developers often use R15 scripts to implement emotes and gestures that allow players to express themselves in the game.
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Conclusion
Roblox R15 scripts, in conclusion, are useful tools for game creators, improving gameplay with custom animations, interactive features, and immersive experiences. They enable developers to create dynamic environments and interesting individuals. These scripts not only increase player enjoyment but also demonstrate the Roblox platform’s boundless creative potential, making them a crucial component for anybody wishing to take their Roblox game to the next level.