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fling script
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Instance.new("Tool",game.Players.LocalPlayer.Backpack).Name = "Fling"game.Players.LocalPlayer.Backpack.Fling.RequiresHandle =  falsescript.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()) doif 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 characterlocal 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 returnend 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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