Run it
Copy the script and paste it into your executor.
Players = :()
RunService = :()
ContextActionService = :()
player = Players.LocalPlayer
player ()
character = player.Character player.CharacterAdded:()
humanoid = character:()
root = character:()
ACTION_THROTTLE =
ACTION_STEER =
HEARTBEAT_BIND_NAME =
()
prevCar = :()
prevCar prevCar:()
prevTool = player.Backpack:() player.Character:()
prevTool prevTool:()
(() ContextActionService:(ACTION_THROTTLE) )
(() ContextActionService:(ACTION_STEER) )
()
(atCFrame)
atCFrame = atCFrame (root.CFrame + root.CFrame.LookVector * + .(, , ))
car = .()
car.Name =
car.Parent =
body = .()
body.Name =
body.Size = .(, , )
body.Anchored =
body.CanCollide =
body.CFrame = atCFrame
body.Parent = car
car.PrimaryPart = body
(offsetX, offsetZ)
wheel = .()
wheel.Name =
wheel.Size = .(, , )
wheel.Shape = .PartType.Cylinder
wheel.CanCollide =
wheel.Anchored =
wheel.Parent = car
wheel.CFrame = body.CFrame * .(offsetX, -, offsetZ) * .(, , .())
attBody = .()
attBody.Parent = body
attBody.Position = .(offsetX, -, offsetZ)
attWheel = .()
attWheel.Parent = wheel
attWheel.Position = .(, , )
hinge = .()
hinge.Attachment0 = attBody
hinge.Attachment1 = attWheel
hinge.Parent = wheel
hinge.ActuatorType = .ActuatorType.None
hinge.LimitsEnabled =
wheel
(-, -)
( , -)
(-, )
( , )
driveAttachment = .()
driveAttachment.Parent = body
driveAttachment.Position = .(, , )
vectorForce = .()
vectorForce.Attachment0 = driveAttachment
vectorForce.RelativeTo = .ActuatorRelativeTo.World
vectorForce.ApplyAtCenterOfMass =
vectorForce.Parent = body
angVel = .()
angVel.MaxTorque = .(, .huge, )
angVel.AngularVelocity = .(,,)
angVel.Parent = body
_, v (car:())
v:()
v.Anchored =
v.CanCollide =
v.Massless =
(()
_, v (car:())
v:()
v:(player)
)
car, body, vectorForce, angVel
car, body, vectorForce, angVel = ()
tool = .()
tool.Name =
tool.RequiresHandle =
tool.CanBeDropped =
tool.Parent = player.Backpack
controlling =
throttle =
steer =
braking =
MAX_FORCE =
MAX_ANGULAR =
IDLE_ANGULAR =
originalWalkSpeed = humanoid.WalkSpeed
originalJumpPower = humanoid.JumpPower
originalAutoRotate = humanoid.AutoRotate
(actionName, inputState, inputObject)
inputState == .UserInputState.Begin inputState == .UserInputState.Change
inputObject.UserInputType == .UserInputType.Keyboard
k = inputObject.KeyCode
k == .KeyCode.W throttle =
k == .KeyCode.S throttle = -
inputObject.UserInputType == .UserInputType.Gamepad1
pos = inputObject.Position
pos throttle = -pos.Y
inputState == .UserInputState.End
inputObject.UserInputType == .UserInputType.Keyboard
k = inputObject.KeyCode
k == .KeyCode.W k == .KeyCode.S throttle =
throttle =
.ContextActionResult.Sink
(actionName, inputState, inputObject)
inputState == .UserInputState.Begin inputState == .UserInputState.Change
inputObject.UserInputType == .UserInputType.Keyboard
k = inputObject.KeyCode
k == .KeyCode.A steer = -
k == .KeyCode.D steer =
inputObject.UserInputType == .UserInputType.Gamepad1
pos = inputObject.Position
pos steer = pos.X
inputState == .UserInputState.End
inputObject.UserInputType == .UserInputType.Keyboard
k = inputObject.KeyCode
k == .KeyCode.A k == .KeyCode.D steer =
steer =
.ContextActionResult.Sink
heartbeatConn =
()
heartbeatConn
heartbeatConn = RunService.Heartbeat:(()
controlling body vectorForce angVel
effThrottle = throttle
braking effThrottle =
forward = body.CFrame.LookVector
drive = forward * effThrottle * MAX_FORCE
vectorForce.Force = .(drive.X, , drive.Z)
speedFactor = .(.(effThrottle), , )
targetAngular = IDLE_ANGULAR * ( - speedFactor) + MAX_ANGULAR * speedFactor
yaw = -steer * targetAngular
angVel.AngularVelocity = .(, yaw, )
)
()
heartbeatConn
heartbeatConn:()
heartbeatConn =
tool.Equipped:(()
controlling =
humanoid.WalkSpeed =
humanoid.JumpPower =
humanoid.AutoRotate =
ContextActionService:(ACTION_THROTTLE, throttleAction, , .ContextActionPriority.High.Value, .KeyCode.W, .KeyCode.S, .UserInputType.Gamepad1)
ContextActionService:(ACTION_STEER, steerAction, , .ContextActionPriority.High.Value, .KeyCode.A, .KeyCode.D, .UserInputType.Gamepad1)
()
)
tool.Unequipped:(()
controlling =
throttle =
steer =
braking =
humanoid.WalkSpeed = originalWalkSpeed
humanoid.JumpPower = originalJumpPower
humanoid.AutoRotate = originalAutoRotate
(() ContextActionService:(ACTION_THROTTLE) )
(() ContextActionService:(ACTION_STEER) )
()
vectorForce vectorForce.Force = .(,,)
angVel angVel.AngularVelocity = .(,,)
)
tool.Activated:(()
car car.Parent car:()
car, body, vectorForce, angVel = (root.CFrame + root.CFrame.LookVector * + .(,,))
controlling
()
()
)
tool.Parent = player.Backpack
(() player.Character.Humanoid:(tool) )
()sick car script spawns in a car and a tool, use the tool to control the car and click with the tool to respawn (or reinject) This car will react to client-side parts script is 100% rewireable to your liking JUST BE CAREFUL I HAVENT TESTED THIS FOR EVERY GAME

Universal