A backyard on a sunny afternoon.
Narrator (Voice Over): And so, another epic adventure comes to an end. Until next time...
Legend has it, this script originated on a now-defunct forum called PyPetSimulators.net (RIP). A user named DogLogix99 wanted to create the “most realistic digital dog poop experience ever coded.”
The “full” version includes:
Max: Take that!
Constipation King: (defeated) No...it cannot be... pooping dog script full
⭐️⭐️⭐️⭐️ (4/5 bones)
“A masterpiece of absurdity. Runs perfectly on Python 3.9+. Just don’t run it on a laptop you care about during a meeting.”
Download: Not linking here, but search GitHub for “pooping dog script” at your own risk. And maybe don’t run it with sudo.
I can create a script for a humorous, animated sequence involving a pooping dog. This script aims to entertain and could be used in various formats, such as a short animation, a comic strip, or even a scene in a cartoon. Please remember, the content is light-hearted and intended for a general audience.
--[[ FULL POOPING DOG SCRIPT Place this script inside a ServerScriptContainer within your Dog model. Requires: A Part named "DogBody", a Folder named "PoopAssets", and a Squat animation. --]]local dog = script.Parent local humanoid = dog:WaitForChild("Humanoid") local bodyPart = dog:WaitForChild("DogBody") -- The main torso local poopFolder = script.Parent:WaitForChild("PoopAssets") -- Folder containing Poop model local animationTrack = nil
-- Configurable variables local POOP_INTERVAL = 30 -- seconds between poops local POOP_LIFESPAN = 60 -- seconds until poop disappears local POOP_OFFSET = Vector3.new(0, -2, 1) -- Position behind the dog local HUNGER_THRESHOLD = 30 -- Hunger value (0-100) below which dog poops more often A backyard on a sunny afternoon
-- Internal variables local lastPoopTime = 0 local hunger = 50 local isPooping = false
-- Setup animation (assuming you have an Animation with ID) local squatAnimation = Instance.new("Animation") squatAnimation.AnimationId = "rbxassetid://1234567890" -- Replace with your animation ID function playSquatAnimation() if humanoid and squatAnimation then animationTrack = humanoid:LoadAnimation(squatAnimation) animationTrack:Play() end end
function stopSquatAnimation() if animationTrack then animationTrack:Stop() end end
-- Function to spawn poop function spawnPoop() if isPooping then return end isPooping = true
-- Play animation playSquatAnimation() -- Wait for animation to reach midpoint (optional) task.wait(0.8) -- Clone poop from folder local poopModel = poopFolder:FindFirstChild("Poop"):Clone() if not poopModel then warn("No 'Poop' model found in PoopAssets folder!") isPooping = false return end -- Position behind the dog local dogCFrame = bodyPart.CFrame local poopPosition = dogCFrame.Position + dogCFrame:VectorToWorldSpace(POOP_OFFSET) poopModel:SetPrimaryPartCFrame(CFrame.new(poopPosition)) poopModel.Parent = workspace -- Add cleanup game:GetService("Debris"):AddItem(poopModel, POOP_LIFESPAN) -- Update hunger (pooping increases hunger) hunger = math.min(100, hunger + 5) -- Wait for animation to finish task.wait(0.5) stopSquatAnimation() isPooping = false -- Fire event for UI/score update local poopEvent = Instance.new("RemoteEvent") poopEvent.Name = "PoopEvent" poopEvent.Parent = script poopEvent:FireAllClients(dog.Name)end
-- Main loop task.spawn(function() while true do local currentTime = tick() local actualInterval = POOP_INTERVAL
-- Adjust interval based on hunger (hungrier = more poop) if hunger >= HUNGER_THRESHOLD then actualInterval = POOP_INTERVAL / 2 end if currentTime - lastPoopTime >= actualInterval then lastPoopTime = currentTime spawnPoop() end task.wait(1) -- Check every second endend)
-- Function to feed the dog (call this from a separate feeding script) function feedDog(amount) hunger = math.max(0, hunger - amount) end
-- Expose feed function script.Parent.Feed = feedDog
Max: (surprised) Whoa!