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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 = 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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