local y=script.Parent.Parent.Rocket local w=false script.Parent.Event:connect(function()if w==false then w=true for w=1,75,1 do y.Top.Model:SetPrimaryPartCFrame(y.Top.Model:GetPrimaryPartCFrame()*CFrame.Angles(0,0,math.rad(-2)))wait()end script.Parent.Parent.Rocket.Top.Core.A:play()for y=1,400,1 do script.Parent.Parent.Walk.Walkway:SetPrimaryPartCFrame(script.Parent.Parent.Walk.Walkway:GetPrimaryPartCFrame()*CFrame.Angles(0,math.rad(-0.1),0))wait()end script.Parent.Parent.Rocket.Top.Core.A:stop()script.Parent.Parent.Rocket.Top.Core.B:play()wait(3)y.Parent.Truss1.Anchored=false y.Parent.Truss2.Anchored=false y.Parent.Truss3.Anchored=false y.Parent.Truss4.Anchored=false y.Parent.Truss5.Anchored=false y.Parent.Truss6.Anchored=false y.Parent.Truss7.Anchored=false y.Parent.Truss8.Anchored=false wait(3)script.Parent.Parent.Rocket.Top.Core.B:stop()script.Parent.Parent.Rocket.Top.Core.C:play()y.Weld.Disabled=false y.SectionA.BoosterA.Rocket.ParticleEmitter.Enabled=true y.SectionA.BoosterB.Rocket.ParticleEmitter.Enabled=true y.SectionA.BoosterC.Rocket.ParticleEmitter.Enabled=true y.SectionA.BoosterD.Rocket.ParticleEmitter.Enabled=true for w=1,300,1 do y.CFrame.BodyVelocity.Velocity=y.CFrame.BodyVelocity.Velocity+Vector3.new(0,.5,0)wait()end wait(5)y.Top.Core.C:stop()y.Top.Core.Decoupler:play()y.SectionA.BoosterA.Rocket.ParticleEmitter.Enabled=false y.SectionA.BoosterB.Rocket.ParticleEmitter.Enabled=false y.SectionA.BoosterC.Rocket.ParticleEmitter.Enabled=false y.SectionA.BoosterD.Rocket.ParticleEmitter.Enabled=false y.SectionA.BoosterA:BreakJoints()y.SectionA.BoosterB:BreakJoints()y.SectionA.BoosterC:BreakJoints()y.SectionA.BoosterD:BreakJoints()wait(1)y.Top.Core.D:play()y.SectionA.Side.MainRocket.ParticleEmitter.Enabled=true wait(3)y.Top.Core.D:stop()y.Top.Core.Decoupler:play()y.SectionA.Side.MainRocket.ParticleEmitter.Enabled=false y.SectionA.Side:BreakJoints()wait(1)y.Top.Core.E:play()y.Top.Engine.ParticleEmitter.Enabled=true end end)

local rocket = script.Parent.Parent.Rocket
local debounce = false
script.Parent.Event:connect(function()
	if debounce == false then
		debounce = true
		for i = 1,75 do
		rocket.Top.Model:SetPrimaryPartCFrame(rocket.Top.Model:GetPrimaryPartCFrame()*CFrame.Angles(0,0,math.rad(-2)))
		wait()		
		end
	script.Parent.Parent.Rocket.Top.Core.A:play()
	for i = 1,400 do
		script.Parent.Parent.Walk.Walkway:SetPrimaryPartCFrame(script.Parent.Parent.Walk.Walkway:GetPrimaryPartCFrame()*CFrame.Angles(0,math.rad(-.1),0))
		wait()
	end
	script.Parent.Parent.Rocket.Top.Core.A:stop()
	script.Parent.Parent.Rocket.Top.Core.B:play()
	wait(3)
	rocket.Parent.Truss1.Anchored = false
	rocket.Parent.Truss2.Anchored = false
	rocket.Parent.Truss3.Anchored = false
	rocket.Parent.Truss4.Anchored = false
	rocket.Parent.Truss5.Anchored = false
	rocket.Parent.Truss6.Anchored = false
	rocket.Parent.Truss7.Anchored = false
	rocket.Parent.Truss8.Anchored = false
	wait(3)
	script.Parent.Parent.Rocket.Top.Core.B:stop()
	script.Parent.Parent.Rocket.Top.Core.C:play()
	rocket.Weld.Disabled = false
	rocket.SectionA.BoosterA.Rocket.ParticleEmitter.Enabled = true
	rocket.SectionA.BoosterB.Rocket.ParticleEmitter.Enabled = true
	rocket.SectionA.BoosterC.Rocket.ParticleEmitter.Enabled = true
	rocket.SectionA.BoosterD.Rocket.ParticleEmitter.Enabled = true
	for i = 1,300 do
		rocket.CFrame.BodyVelocity.Velocity = rocket.CFrame.BodyVelocity.Velocity + Vector3.new(0,.5,0)
	wait()	
	end
	wait(5)
	rocket.Top.Core.C:stop()
	rocket.Top.Core.Decoupler:play()
	rocket.SectionA.BoosterA.Rocket.ParticleEmitter.Enabled = false
	rocket.SectionA.BoosterB.Rocket.ParticleEmitter.Enabled = false
	rocket.SectionA.BoosterC.Rocket.ParticleEmitter.Enabled = false
	rocket.SectionA.BoosterD.Rocket.ParticleEmitter.Enabled = false
	rocket.SectionA.BoosterA:BreakJoints()
	rocket.SectionA.BoosterB:BreakJoints()
	rocket.SectionA.BoosterC:BreakJoints()
	rocket.SectionA.BoosterD:BreakJoints()
	wait(1)
	rocket.Top.Core.D:play()
	rocket.SectionA.Side.MainRocket.ParticleEmitter.Enabled = true
	wait(3)
	rocket.Top.Core.D:stop()
	rocket.Top.Core.Decoupler:play()
	rocket.SectionA.Side.MainRocket.ParticleEmitter.Enabled = false
	rocket.SectionA.Side:BreakJoints()
	wait(1)
	rocket.Top.Core.E:play()
	rocket.Top.Engine.ParticleEmitter.Enabled = true
	end
end)
