Pooping Dog Script Full [patched] Review
In the movie , Adam Sandler’s character uses a universal remote to fast-forward through the "boring" parts of life, specifically his dog’s long bathroom routine.
This script is based on the popular style videos where an owner narrate their dog's struggle to find a spot before a deadline (like a vet appointment).
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Creating the mesh (poop) at the correct time and location.
Owner: (exasperated) I know, I know. You're sorry. pooping dog script full
Below is a comprehensive breakdown of how a full "pooping dog" script functions, along with a complete production-ready script template. How the Script Mechanics Work
(to herself) Okay, where did I put that... Ah, yes! (she looks up and sees Max squatting) Oh no, Max! Not now! In the movie , Adam Sandler’s character uses
To summarize:
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--!strict local TweenService = game:GetService("TweenService") local Debris = game:GetService("Debris") -- Object References local dogModel = script.Parent :: Model local humanoid = dogModel:WaitForChild("Humanoid") :: Humanoid local rootPart = dogModel:WaitForChild("HumanoidRootPart") :: BasePart local tailBase = dogModel:WaitForChild("TailBase") :: BasePart -- Attachment point for effects -- Configuration local COOLDOWN_TIME = 10 -- Seconds between allowed actions local SQUAT_DURATION = 3.5 -- Total length of the animation sequence local PARTICLE_DELAY = 1.2 -- How many seconds into the animation to spawn the poop -- State Tracking local isActionActive = false local lastActionTime = 0 -- Load Animation local animFolder = script.Parent:WaitForChild("Animations") local squatAnim = animFolder:WaitForChild("SquatAnim") :: Animation local squatTrack: AnimationTrack? = nil if humanoid then squatTrack = humanoid:LoadAnimation(squatAnim) end -- Function to generate physical poop prop local function spawnPhysicalProp(spawnLocation: CFrame) local poopProp = Instance.new("Part") poopProp.Name = "DogPoop_Prop" poopProp.Shape = Enum.PartType.Ball poopProp.Size = Vector3.new(0.6, 0.6, 0.6) poopProp.Color = Color3.fromRGB(101, 67, 33) -- Classic brown poopProp.Material = Enum.Material.Slime poopProp.CFrame = spawnLocation * CFrame.new(0, -0.5, 0) poopProp.CanCollide = true poopProp.Anchored = false -- Add visual polish via a small squash tween upon landing poopProp.Parent = game.Workspace -- Clean up automatically after 30 seconds to prevent memory leaks Debris:AddItem(poopProp, 30) end -- Main Action Function local function executePoopSequence() local currentTime = os.clock() if isActionActive or (currentTime - lastActionTime < COOLDOWN_TIME) then warn("Action is on cooldown or already running.") return end isActionActive = true -- 1. Freeze the dog's movement during the action local originalWalkSpeed = humanoid.WalkSpeed humanoid.WalkSpeed = 0 -- 2. Play the custom squatting animation if squatTrack then squatTrack:Play() end -- 3. Wait for the designated physical drop moment task.wait(PARTICLE_DELAY) -- 4. Trigger Particle Emitter if it exists local emitter = tailBase:FindFirstChild("PoopParticles") :: ParticleEmitter if emitter then emitter.Enabled = true task.delay(0.5, function() emitter.Enabled = false end) end -- 5. Drop the actual physics object into the workspace spawnPhysicalProp(tailBase.CFrame) -- 6. Wait out the remainder of the animation length task.wait(SQUAT_DURATION - PARTICLE_DELAY) -- 7. Restore movement state humanoid.WalkSpeed = originalWalkSpeed lastActionTime = os.clock() isActionActive = false end -- Bind to a generic prompt, proximity trigger, or network event local proximityPrompt = script.Parent:FindFirstChildOfClass("ProximityPrompt") if proximityPrompt then proximityPrompt.Triggered:Connect(function(player) executePoopSequence() end) end Use code with caution. Part 2: Unity Engine Implementation (C#)
A dog doesn't just poop into a void. The script requires a Yard or House environment class, and the output itself is an instance of a Poop class containing its own properties (size, location, freshness). 3. The Full Blueprint: Python Implementation