Run it
Copy the script and paste it into your executor.
plr = .Players.LocalPlayer;
chr = plr.Character;
hum = chr.Humanoid;
mov = {};
mov2 = {};
.(.(()
().Physics.AllowSleep = ;
.RunService.RenderStepped:(()
i, v (.Players:())
v ~= plr
v.MaximumSimulationRadius = ;
v.SimulationRadius = ;
v.MaximumSimulationRadius = .(.huge, .huge);
v.SimulationRadius = .(.huge, );
)
))
(str)
pt = {};
str ~= str ~=
i, v (.Players:())
v.Name:():(str:())
.(pt, v);
str ==
.(pt, plr);
str ==
.(pt, .Players:()[.(, #.Players:())]);
pt;
netlessvel = .(, , )
rs = :()
renderstepped = rs.RenderStepped
heartbeat = rs.Heartbeat
(part)
vel = part.Velocity
con0, con1
part:():(()
part part.Parent
con0:()
con1:()
)
con0 = renderstepped:(()
part.Velocity = vel
)
con1 = heartbeat:(()
vel = part.Velocity
part.Velocity = netlessvel
)
_, v (hum:())
b = v.Handle;
b.CustomPhysicalProperties = PhysicalProperties.(, , , , );
b.CanCollide = ;
b:();
_, k (v:())
k: k:
k:();
still = .(, b);
still.MaxTorque = .(.huge, .huge, .huge);
still.AngularVelocity = .(, , );
align = .(, b);
align.MaxForce = ;
align.MaxVelocity = .huge;
align.RigidityEnabled = ;
align.ApplyAtCenterOfMass = ;
align.Responsiveness = ;
a0 = .(, b);
a1 = .(, chr.Head);
align.Attachment0 = a0;
align.Attachment1 = a1;
.(mov, a1);
.(mov2, still);
(b)
par = {};
_, v (mov)
parr = .(, );
parr.Anchored = ;
parr.Size = .(, , );
parr.Transparency = ;
parr.CanCollide = ;
.(par, parr);
rotx = ;
rotz = .pi / ;
height = ;
heighti = ;
offset = ;
speed = ;
mode = ;
angular = .(, , );
l = ;
[].RenderStepped:(()
rotx = rotx + speed / ;
rotz = rotz + speed / ;
l = (l >= l + speed);
i, v (par)
v.CFrame = .(chr.HumanoidRootPart.Position) * .(, .(l + ( / #par) * i + speed), ) * .(offset, , );
heighti ==
height = height + speed / ;
heighti ==
height = height - speed / ;
height >
heighti = ;
height < -
heighti = ;
mode ==
_, v (mov)
v.Position = .(.(rotx) * offset, , .(rotz) * offset);
mode ==
_, v (mov)
v.Position = .(offset, height, offset);
mode ==
_, v (mov)
v.Position = .(.(rotx) * offset, height, .(rotz) * offset);
mode ==
i, v (mov)
v.Position = .(chr.HumanoidRootPart.CFrame:(.(par[i].Position)).X, chr.HumanoidRootPart.CFrame:(.(par[i].Position)).Y, chr.HumanoidRootPart.CFrame:(.(par[i].Position)).Z);
mode ==
i, v (mov)
v.Position = .((.(rotx)) * offset, height, (.(rotz) - i) * offset);
mode ==
i, v (mov)
v.Position = .((.(rotx)) * offset, height, (.(rotz) - i) * offset);
mode ==
i, v (mov)
v.Position = .(.(rotx * i) * offset, , .(rotz * i) * offset);
mode ==
i, v (mov)
v.Position = .(.(rotx) * i * offset, , .(rotz) * i * offset);
mode ==
(()
so = ;
k, b (chr:())
b:
h, j (b:())
j:
so = j;
so ~=
offset = so.PlaybackLoudness / ;
speed = so.PlaybackLoudness / ;
angular = .(, so.PlaybackLoudness / , );
)
i, v (mov)
v.Position = .(chr.HumanoidRootPart.CFrame:(.(par[i].Position)).X, chr.HumanoidRootPart.CFrame:(.(par[i].Position)).Y, chr.HumanoidRootPart.CFrame:(.(par[i].Position)).Z);
mode ==
offset = height * ;
i, v (mov)
v.Position = .(chr.HumanoidRootPart.CFrame:(.(par[i].Position)).X, chr.HumanoidRootPart.CFrame:(.(par[i].Position)).Y, chr.HumanoidRootPart.CFrame:(.(par[i].Position)).Z);
mode ==
i, v (mov)
v.Position = .(chr.HumanoidRootPart.CFrame:(.(plr:().Hit.p)).X, chr.HumanoidRootPart.CFrame:(.(plr:().Hit.p)).Y, chr.HumanoidRootPart.CFrame:(.(plr:().Hit.p)).Z) + .(chr.HumanoidRootPart.CFrame:(.(par[i].Position)).X, chr.HumanoidRootPart.CFrame:(.(par[i].Position)).Y, chr.HumanoidRootPart.CFrame:(.(par[i].Position)).Z);
_, v (mov2)
v.AngularVelocity = angular;
)
.Players.LocalPlayer.Chatted:((c)
c:()[] ==
_, v (mov)
chr = (c:()[])[].Character;
v.Parent = (c:()[])[].Character.HumanoidRootPart;
c:()[] ==
speed = (c:()[]);
c:()[] ==
mode = (c:()[]);
c:()[] ==
offset = (c:()[]);
c:()[] ==
angular = .((c:()[]), (c:()[]), (c:()[]));
)(SCRIPT FEATURES) CREDIT:Dark Eccentric JOIN DISCORD SERVER FOR MORE INFO https://discord.gg/pN7y37KGkd --Must be R6 for script to work. (Works in Natural Disaster, Prison Life, Dollhouse Roleplay and some other games) --Show of your hats Commands: .speed (number) .mode (number) .offset (number) .angular (number) (WEAR ANY HATS)

Universal