Run it
Copy the script and paste it into your executor.
Players = :()
player = Players.LocalPlayer
(character)
humanoid = character:()
hrp = character:()
tool = .()
tool.Name =
tool.RequiresHandle =
tool.ToolTip =
tool.Parent = player:()
handle = .()
handle.Name =
handle.Size = .(, , )
handle.BrickColor = BrickColor.()
handle.CanCollide =
handle.Parent = tool
tool.Equipped:(()
mouse = player:()
spinForce
lockForce
spinning =
savedCFrame
originalProperties = {}
()
spinning
spinning =
spinForce
spinForce:()
spinForce =
lockForce
lockForce:()
lockForce =
part, props (originalProperties)
part part.Parent
part.CustomPhysicalProperties = props
originalProperties = {}
hrp.AssemblyLinearVelocity = .zero
hrp.AssemblyAngularVelocity = .zero
savedCFrame
hrp.CFrame = savedCFrame
humanoid:(.HumanoidStateType.GettingUp)
mouse.Button1Down:(()
spinning
target = mouse.Target
target target:() target.Anchored
spinning =
savedCFrame = hrp.CFrame
hoverHeight =
_, part (character:())
part:()
originalProperties[part] = part.CustomPhysicalProperties
part.CustomPhysicalProperties = PhysicalProperties.(
,
,
,
,
)
lockForce = .()
lockForce.MaxForce = .(, , )
lockForce.P =
lockForce.D =
lockForce.Parent = hrp
spinForce = .()
spinForce.AngularVelocity = .(, , )
spinForce.MaxTorque = .(, , )
spinForce.P =
spinForce.Parent = hrp
.(()
maxFlingVelocity =
spinning
.()
target target.Parent
()
targetCharacter = target:()
targetHRP = targetCharacter targetCharacter:()
targetHRP
velocity = targetHRP.AssemblyLinearVelocity
predictionTime =
predictedPosition =
targetHRP.Position + (velocity * predictionTime)
lockForce.Position =
predictedPosition + .(, hoverHeight, )
velocity.Magnitude > maxFlingVelocity
()
lockForce.Position =
target.Position + .(, hoverHeight, )
destroyHeight = .FallenPartsDestroyHeight
minSafeHeight = destroyHeight +
hrp.Position.Y < minSafeHeight
hrp.CFrame = .(
hrp.Position.X,
minSafeHeight,
hrp.Position.Z
)
)
.(, ()
spinning
()
)
)
tool.Unequipped:(cleanup)
)
player.Character
(player.Character)
player.CharacterAdded:(giveTool)fling unanchored parts and people by clicking on them with a tool

Universal