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fling script

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Joined: Nov, 2024

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Instance.new("Tool",game.Players.LocalPlayer.Backpack).Name = "Fling"
game.Players.LocalPlayer.Backpack.Fling.RequiresHandle =  false
script.Parent = game.Players.LocalPlayer.Backpack.Fling

 

game.PhysicsService:RegisterCollisionGroup("Char")
game.PhysicsService:CollisionGroupSetCollidable("Char","Char",false)

for _,v in pairs(game.Players.LocalPlayer.Character:GetDescendants()) do
if v:IsA("BasePart") then 
v.CollisionGroup = "Char" -- so the flign part doesnt dcollid with the char parts and doesnt flinga the character llo 
end 
end

function fpnc() -- fling parts near character
local flingPart = Instance.new("Part",game.Players.LocalPlayer.Character) 
flingPart.Name = "flingPart" 
flingPart.Size = Vector3.new(10,10,10) 
flingPart.Shape = "Ball" 
flingPart.CollisionGroup = "Char" 
flingPart.Anchored = true 
flingPart.Touched:Connect(function(hit)  
if hit.CollisionGroup == flingPart.CollisionGroup then 
return
end 
hit.Velocity = hit.Velocity + (hit.Position-flingPart.Position).Unit * 256 -- i think this works bcoz of Network owners lol 
end) 
wait(0.1) 
flingPart:Destroy() 
end

script.Parent.Activated:Connect(fpnc)

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