local UserInputService = game:GetService("UserInputService")
game:GetService("UserInputService")
local Mouse = game:GetService("Players").game:GetService("Players").LocalPlayer:GetMouse()
local Folder = Instance.new("Folder", game:GetService("Workspace"))
new("Folder", game:GetService("Workspace"))
local Part = Instance.new("Part", new("Part", Folder)
local Attachment1 = Instance.new("Attachment", new("Attachment", Part)
Part.Anchored = true
Part.CanCollide = false
Part.Transparency = 1
local Updated = Mouse.Hit + Vector3.new(0, 5, 0)
local NetworkAccess = coroutine.create(function()
settings().Physics.AllowSleep = false
while game:GetService("RunService").game:GetService("RunService").RenderStepped:Wait() do
for _, Players in next, game:GetService("Players"):GetPlayers() game:GetService("Players"):GetPlayers() do
if Players ~= game:GetService("Players").game:GetService("Players").LocalPlayer then
Players.MaximumSimulationRadius = 0
sethiddenproperty(Players, "SimulationRadius", "SimulationRadius", 0)
end
end
game:GetService("Players").game:GetService("Players").LocalPlayer.MaximumSimulationRadius = math.pow(math.huge,math.huge)
setsimulationradius(math.huge)
end
end)
coroutine.resume(NetworkAccess)
local function ForcePart(v)
if v:IsA("Part") v:IsA("Part") and v.Anchored == false and v.Parent:FindFirstChild("Humanoid") Parent:FindFirstChild("Humanoid") == nil and v.Parent:FindFirstChild("Head") Parent:FindFirstChild("Head") == nil and v.Name ~= "Handle" "Handle" then
Mouse.TargetFilter = v
for _, x in next, v:GetChildren() do
if x:IsA("BodyAngularVelocity") x:IsA("BodyAngularVelocity") or x:IsA("BodyForce") x:IsA("BodyForce") or x:IsA("BodyGyro") x:IsA("BodyGyro") or x:IsA("BodyPosition") x:IsA("BodyPosition") or x:IsA("BodyThrust") x:IsA("BodyThrust") or x:IsA("BodyVelocity") x:IsA("BodyVelocity") or x:IsA("RocketPropulsion") x:IsA("RocketPropulsion") then
x:Destroy()
end
end
if v:FindFirstChild("Attachment") v:FindFirstChild("Attachment") then
v:FindFirstChild("Attachment"):Destroy()
v:FindFirstChild("Attachment"):Destroy()
end
if v:FindFirstChild("AlignPosition") v:FindFirstChild("AlignPosition") then
v:FindFirstChild("AlignPosition"):Destroy()
v:FindFirstChild("AlignPosition"):Destroy()
end
if v:FindFirstChild("Torque") v:FindFirstChild("Torque") then
v:FindFirstChild("Torque"):Destroy()
v:FindFirstChild("Torque"):Destroy()
end
v.CanCollide = false
local Torque = Instance.new("Torque", new("Torque", v)
Torque.Torque = Vector3.new(100000, 100000, 100000)
local AlignPosition = Instance.new("AlignPosition", new("AlignPosition", v)
local Attachment2 = Instance.new("Attachment", new("Attachment", v)
Torque.Attachment0 = Attachment2
AlignPosition.MaxForce = 9999999999999999
AlignPosition.MaxVelocity = math.huge
AlignPosition.Responsiveness = 200
AlignPosition.Attachment0 = Attachment2
AlignPosition.Attachment1 = Attachment1
end
end
for _, v in next, game:GetService("Workspace"):GetDescendants() game:GetService("Workspace"):GetDescendants() do
ForcePart(v)
end
game:GetService("Workspace").game:GetService("Workspace").DescendantAdded:Connect(function(v)
ForcePart(v)
end)
UserInputService.InputBegan:Connect(function(Key, Chat)
if Key.KeyCode == Enum.KeyCode.E and not Chat then
Updated = Mouse.Hit + Vector3.new(0, 5, 0)
end
end)
spawn(function()
while game:GetService("RunService").game:GetService("RunService").RenderStepped:Wait() do
Attachment1.WorldCFrame = Updated
end
end)
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