Run it
Copy the script and paste it into your executor.
UserInputService = :()
Players = :()
StarterGui = :()
player = Players.LocalPlayer
character = player.Character player.CharacterAdded:()
humanoidRootPart = character:()
humanoid = character:()
E_FLING_FORCE =
E_UPWARD_FORCE =
E_FLING_DURATION =
E_SPIN_SPEED =
F_FLING_FORCE =
F_FLING_DURATION =
F_SPIN_SPEED =
Q_FLING_FORCE =
Q_UPWARD_FORCE =
Q_FLING_DURATION =
Q_SPIN_SPEED =
R_FLING_FORCE =
R_UPWARD_FORCE =
R_FLING_DURATION =
R_SPIN_SPEED =
()
screenGui = .()
screenGui.Parent = player.PlayerGui
screenGui.ResetOnSpawn =
frame = .()
frame.Size = .(, , , )
frame.Position = .(, , , )
frame.BackgroundTransparency =
frame.BackgroundColor3 = .(, , )
frame.Parent = screenGui
(text, yPos)
label = .()
label.Size = .(, , , )
label.Position = .(, , , yPos)
label.BackgroundTransparency =
label.TextColor3 = .(, , )
label.Text = text
label.TextSize =
label.Font = .Font.SourceSansBold
label.Parent = frame
(, )
(, )
(, )
(, )
()
humanoid.Health >
forwardDirection = humanoidRootPart.CFrame.LookVector
bodyVelocity = .()
bodyVelocity.MaxForce = .(.huge, .huge, .huge)
bodyVelocity.Velocity = (forwardDirection * E_FLING_FORCE) + .(, E_UPWARD_FORCE, )
bodyVelocity.Parent = humanoidRootPart
bodyAngularVelocity = .()
bodyAngularVelocity.MaxTorque = .(.huge, .huge, .huge)
bodyAngularVelocity.AngularVelocity = .(
.(-E_SPIN_SPEED, E_SPIN_SPEED),
.(-E_SPIN_SPEED, E_SPIN_SPEED),
.(-E_SPIN_SPEED, E_SPIN_SPEED)
)
bodyAngularVelocity.Parent = humanoidRootPart
:():(bodyVelocity, E_FLING_DURATION)
:():(bodyAngularVelocity, E_FLING_DURATION)
()
humanoid.Health >
forwardDirection = humanoidRootPart.CFrame.LookVector
bodyVelocity = .()
bodyVelocity.MaxForce = .(.huge, , .huge)
bodyVelocity.Velocity = forwardDirection * F_FLING_FORCE
bodyVelocity.Parent = humanoidRootPart
bodyAngularVelocity = .()
bodyAngularVelocity.MaxTorque = .(.huge, , )
bodyAngularVelocity.AngularVelocity = .(F_SPIN_SPEED, , )
bodyAngularVelocity.Parent = humanoidRootPart
:():(bodyVelocity, F_FLING_DURATION)
:():(bodyAngularVelocity, F_FLING_DURATION)
()
humanoid.Health >
leftDirection = -humanoidRootPart.CFrame.RightVector
bodyVelocity = .()
bodyVelocity.MaxForce = .(.huge, .huge, .huge)
bodyVelocity.Velocity = (leftDirection * Q_FLING_FORCE) + .(, Q_UPWARD_FORCE, )
bodyVelocity.Parent = humanoidRootPart
bodyAngularVelocity = .()
bodyAngularVelocity.MaxTorque = .(, , .huge)
bodyAngularVelocity.AngularVelocity = .(, , Q_SPIN_SPEED)
bodyAngularVelocity.Parent = humanoidRootPart
:():(bodyVelocity, Q_FLING_DURATION)
:():(bodyAngularVelocity, Q_FLING_DURATION)
()
humanoid.Health >
forwardDirection = humanoidRootPart.CFrame.LookVector
bodyVelocity = .()
bodyVelocity.MaxForce = .(.huge, .huge, .huge)
bodyVelocity.Velocity = (forwardDirection * R_FLING_FORCE) + .(, R_UPWARD_FORCE, )
bodyVelocity.Parent = humanoidRootPart
bodyAngularVelocity = .()
bodyAngularVelocity.MaxTorque = .(.huge, .huge, .huge)
bodyAngularVelocity.AngularVelocity = .(
.(-R_SPIN_SPEED, R_SPIN_SPEED),
.(-R_SPIN_SPEED, R_SPIN_SPEED),
.(-R_SPIN_SPEED, R_SPIN_SPEED)
)
bodyAngularVelocity.Parent = humanoidRootPart
:():(bodyVelocity, R_FLING_DURATION)
:():(bodyAngularVelocity, R_FLING_DURATION)
()
UserInputService.InputBegan:((input, gameProcessedEvent)
gameProcessedEvent
input.KeyCode == .KeyCode.E
()
input.KeyCode == .KeyCode.F
()
input.KeyCode == .KeyCode.Q
()
input.KeyCode == .KeyCode.R
()
)
player.CharacterAdded:((newCharacter)
character = newCharacter
humanoidRootPart = character:()
humanoid = character:()
()
)(DOESNT SUPPORT MOBILE) fling urself keybinds are in gui

Universal