local replicatedStorage = game:GetService("ReplicatedStorage

by @pinhebox

OpenAI (gpt-4o-mini)
local replicatedStorage = game:GetService("ReplicatedStorage
local replicatedStorage = game:GetService("ReplicatedStorage") local players = game:GetService("Players") local cooldownTime = 5 local transformations = {} local function onButtonClicked(player, transformationType) if transformations[player.UserId] then return end transformations[player.UserId] = true local character = player.Character if not character then return end local humanoid = character:FindFirstChildOfClass("Humanoid") local humanoidRootPart = character:FindFirstChild("HumanoidRootPart") local head = character:FindFirstChild("Head") local model = replicatedStorage:FindFirstChild(transformationType) if not humanoid or not humanoidRootPart or not head or not model then return end local originalWalkSpeed, originalJumpPower = humanoid.WalkSpeed, humanoid.JumpPower local face = head:FindFirstChild("face") local originalFaceTransparency = face and face.Transparency or 0 local clone = model:Clone() clone.Parent = workspace clone:SetPrimaryPartCFrame(humanoidRootPart.CFrame) for _, part in pairs(character:GetChildren()) do if part:IsA("BasePart") or part:IsA("MeshPart") then part.Transparency = 1 end end if face then face.Transparency = 1 end humanoid.WalkSpeed, humanoid.JumpPower = 0, 0 for _, part in pairs(clone:GetChildren()) do if part:IsA("BasePart") then part.CanCollide = false end end task.wait(cooldownTime) for _, part in pairs(character:GetChildren()) do if part:IsA("BasePart") or part:IsA("MeshPart") then part.Transparency = 0 end end if face then face.Transparency = originalFaceTransparency end humanoid.WalkSpeed, humanoid.JumpPower = originalWalkSpeed, originalJumpPower clone:Destroy() task.wait(cooldownTime) transformations[player.UserId] = nil end local buttonRemote = Instance.new("RemoteEvent", replicatedStorage) buttonRemote.Name = "ButtonClicked" buttonRemote.OnServerEvent:Connect(onButtonClicked) arrume o fato do humanoidrootpart tambem ficar visivel, ele deve continuar nao visivel e adicione ao script para que dependentemente da model tente deixa-la o maximo mais proxima do chao, para ela nao ficar flutuando (faça o script fazer a model chegar o mais proximo do chão possivel, se nao ela fica ali flutuando no mapa)

index.lua

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