Run it
Copy the script and paste it into your executor.
DEADRAILS =
().deletewhendupefound =
lib = (:())()
lib.()
txtstuff = (:())()
t = lib.()
r =
localplr = .Players.LocalPlayer
radiuscircle = .()
(()
(.Players.LocalPlayer,,r)
)
lib.(,t,,,(n)
r = n
(.Players.LocalPlayer,,r)
)
radiuscircle.Shape = .PartType.Ball
radiuscircle.Size = .(r,r,r)
radiuscircle.CanCollide =
radiuscircle.Transparency =
radiuscircle.Anchored =
radiuscircle.Parent =
networkown = {}
boolz = {}
connected = {}
attemptfling = {}
cb =
rs =
ts =
ss =
every5 =
tofling = {}
ps = :()
cgs = {}
noclippedrigs = {}
noclipped =
currcg =
DEADRAILS
localplr.ReplicationFocus =
localplr.Character localplr.Character:()
currcg = localplr.Character.HumanoidRootPart.CollisionGroup
localplr.Character
.(()
c = localplr.CharacterAdded:()
hrp = c:(,.huge)
currcg = hrp.CollisionGroup
)()
localplr.Character localplr.Character:()
hrp = localplr.Character:()
hrp
currcg = hrp.CollisionGroup
(part)
rt = {part.CanCollide,part.CanTouch,part.CustomPhysicalProperties,part.CollisionGroup }
part.CustomPhysicalProperties = PhysicalProperties.(,,,,)
part.CanCollide =
part.CanTouch =
rt
(i,w)
gg = networkown[i]
networkown[i] =
gg
i.CollisionGroup = gg[]
i.CustomPhysicalProperties = gg[]
i.CanCollide = gg[]
i.CanTouch = gg[]
connected[i]
connected[i][]
connected[i][]:()
connected[i][]
connected[i][]:()
connected[i] =
noclippedrigs[i.Parent]
noclippedrigs[i.Parent] =
(v)
localplr.Character v:(localplr.Character)
stuff = (v)
networkown[v] = {.(,)/,stuff[],stuff[],stuff[],stuff[]}
goodwelds = {}
currpath = {}
(p)
unanchored = p:()
unanchored
(p)
goodwelds[p]
(w,p)
.(connected,w:():(()
goodwelds[p] = (p)
))
.(connected,w:():(()
goodwelds[p] = (p)
))
.(connected,:().Stepped:(()
v,i (noclippedrigs)
i == v v:()
i2,v2 (v:())
v2:()
v2.CanCollide =
))
(v)
v:() v:()
i2,v2 (.Players:())
v2.Character v:(v2.Character)
goodwelds[v] = (v)
v:()
(v:(),v)
.(connected,v.ChildAdded:((w)
w:()
(w,v)
))
(v.Parent .Players:(v.Parent) == ) v.Parent:() (noclippedrigs[v.Parent] == )
cont =
i,v (v.Parent:())
v:() v.Anchored ==
cont =
cont
noclippedrigs[v.Parent] =
noclippedrigs[v.Parent] =
v.Anchored == networkown[v] (v) ==
(v)
.(connected,v:():(()
v.Anchored == networkown[v] (v) ==
(v)
(v.Anchored == networkown[v]) (v) ==
(v)
))
i,v (:())
(v)
.DescendantAdded:((v)
(v)
)
ldi =
uptxt =
partsper =
aop =
autoupdtxt =
ctxt =
txtcfr =
display =
ucf =
txts =
(t,dupd,nocheck)
((txtcfr (.Players.LocalPlayer.Character:().Position - txtcfr.Position).Magnitude > ) txtcfr) nocheck
display
(display)
display =
blocks = txtstuff.(t)
dupd
txtcfr = .Players.LocalPlayer.Character:()
displayid,pttable,cfrtable = txtstuff.(blocks,txtcfr,txts,,txts,,,,.Material.ForceField)
display = displayid
newuptxt = {}
aop =
changed =
i,v (cfrtable)
newuptxt[v.Position.X]
newuptxt[v.Position.X] = {}
newuptxt[v.Position.X][v.Position.Y]
newuptxt[v.Position.X][v.Position.Y] = {}
newuptxt[v.Position.X][v.Position.Y][v.Position.Z] = {-,{}}
aop = aop +
uptxt = newuptxt
pucf =
ohb = :().Heartbeat:((t)
doit =
i,v (boolz)
v ==
doit =
localplr.Character doit
ldi ~= doit
i,v (:())
(v)
ctxt txtcfr autoupdtxt
(ctxt)
mcfr = localplr.Character:()
mpos = mcfr.Position
nwo =
i,v (networkown)
nwo = nwo +
i,v (networkown)
i
networkown[i] =
networkown[i][] = networkown[i][]+(t*ss)
bp =
i:()
m = i:()
bp = .()
bp.Name =
bp.P = m/
bp.D = m/
bp.MaxForce = .(m/,m/,m/)
bp.Parent = i
bp = i:()
cb
cb ==
bp.Position = (mcfr * .(,,-)).Position
cb ==
bp.Position = ((.(mpos) * .(,v[]*ss,)) * .(,,-rs)).Position
cb ==
bp.Position = ((.(mpos) * .(,v[]*ss,)) * .(,v[]%(ts)-,-ts+.(ts))).Position
cb ==
plrtofling =
i2,v2 (tofling)
v2[] ~= v2[] ==
attemptfling[v2[]] attemptfling[v2[]][] == i v2[].Character
plrtofling = v2[]
attemptfling[v2[]] attemptfling[v2[]][] == i v2[].Character
attemptfling[v2[]] =
v2[] ~= localplr v2[].Character attemptfling[v2[]] (v2[].Character:().Position - mpos).Magnitude <= r
attemptfling[v2[]] = {()+,i}
plrtofling = v2[]
v2[] ~= localplr v2[].Character attemptfling[v2[]] (attemptfling[v2[]][] < () (v2[].Character:() v2[].Character.HumanoidRootPart.Velocity.Magnitude >= ))
attemptfling[v2[]] =
plrtofling plrtofling ~=
cfr = plrtofling.Character:()
bp.Position = (cfr * .(,,.(-,))).Position
bp.Position = i.Position
cb == uptxt aop
partsper = nwo/aop
partsper = .(partsper)
partsper <
partsper =
fp =
x,v (uptxt)
y,v (v)
z,v (v)
v[] == -
v[] = partsper
v[][i] v[] >=
v[] = v[] -
v[][i] =
bp.Position = .(x,y,z)
fp =
v[][i]
bp.Position = .(x,y,z)
fp =
fp
fp
fp
bp.Position = (mcfr * .(,,-)).Position
bp.Position = (mcfr * .(,,-)).Position
networkown[i][] = bp.Position
pucf == ucf ==
.(()
i2=,
.()
i.Velocity = .(,,)
i.CFrame = .(bp.Position)
)()
ucf
i.Velocity = .(,,)
i.CFrame = .(bp.Position)
doit
noclipped =
i,v (networkown)
i:()
i.bp:()
i:()
i.bgr:()
.(()
i.Velocity = .(,,)
i2=,
.()
v[] ucf
i.Velocity = .(,,)
i.CFrame = .(v[])
.()
noclipped =
)()
.(()
(i)
)()
(()
(.Players.LocalPlayer,,r)
)
ldi = doit
pucf = ucf
)
.(connected,localplr.CharacterAdded:((char)
noclipped ==
noclippedrigs[localplr.Character] = noclipped
))
lib.(,t,,,(n)
ss = n
)
lib.(,t,,,(n)
ss = n
)
lib.(,t,(b)
ucf = b
)
lib.(,t)
lib.(,t,(b)
noclipped = b
noclippedrigs[localplr.Character] = noclipped
)
lib.(,t)
lib.(,t,(b)
boolz[] = b
b
cb =
i,v (boolz)
v
cb = i
)
lib.(,t)
lib.(,t,(b)
boolz[] = b
b
cb =
i,v (boolz)
v
cb = i
)
lib.(,t,,,(n)
rs = n
)
lib.(,t)
lib.(,t,(b)
boolz[] = b
b
cb =
i,v (boolz)
v
cb = i
)
lib.(,t,,,(n)
ts = n
)
lib.(,t)
lib.(,t,,,(n)
txts = n
ctxt txtcfr
(ctxt,,)
)
lib.(,t,(t)
ctxt = t
(t,,)
)
lib.(,t,(b)
boolz[] = b
b
cb =
(ctxt,,)
display
(display)
display =
i,v (boolz)
v
cb = i
)
lib.(,t,(b)
autoupdtxt = b
)
lib.(,t)
lib.(,t,(b)
boolz[] = b
b
cb =
i,v (boolz)
v
cb = i
)
lib.()
currplrs = {}
onlyallbut =
allbut = lib.(,t,{},(n)
i,v (tofling)
i ~= n
tofling[i] = {v[] ,,v[] }
v[]
v[].BackgroundColor3 = .(,,)
tofling[i] = {v[] ,,v[] }
v[]
v[].BackgroundColor3 = .(,,)
onlyallbut =
)
only = lib.(,t,{},(n)
i,v (tofling)
i == n
tofling[i] = {v[] ,,v[] }
v[]
v[].BackgroundColor3 = .(,,)
tofling[i] = {v[] ,,v[] }
v[]
v[].BackgroundColor3 = .(,,)
onlyallbut =
)
(v)
v == localplr
name = v.DisplayName
name ~= v.Name
name = v.DisplayName....v.Name
tog =
onoff = onlyallbut
tog = lib.(name,t,()
onoff = onoff
tofling[v.Name] = {v,onoff,tog}
onoff
tog.BackgroundColor3 = .(,,)
tog.BackgroundColor3 = .(,,)
)
onoff
tog.BackgroundColor3 = .(,,)
tog.BackgroundColor3 = .(,,)
tog.BackgroundTransparency =
tofling[v.Name] = {v,onoff,tog}
currplrs[v.Name] = v.Name
lib.(allbut,currplrs)
lib.(only,currplrs)
(v)
v tofling[v.Name]
tofling[v.Name][]:()
tofling[v.Name] = {v,}
currplrs[v.Name] =
lib.(allbut,currplrs)
lib.(only,currplrs)
i,v (.Players:())
(v)
onplrjoin = .Players.PlayerAdded:((v)
(v)
)
onplrleave = .Players.PlayerRemoving:((v)
(v)
)
lib.ondestroyedfunc = ()
ohb:()
cb =
boolz = {}
noclipped =
display
(display)
display =
i,v (networkown)
i:()
i.bp:()
i:()
i.bgr:()
.(()
(i)
)()
i,v (connected)
(v) ==
i,v (v)
v:()
v:()
tofling = {}
onplrjoin:()
onplrleave:()
Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: rawscripts.net.
manipulates unanchored parts (parts you can move around) and starts destroying the game! This only works on unanchored parts, parts you cannot move around do not work. Features: Supports building games Supports humanoids/clones put all parts in one spot make parts into a ring make parts into a tornado (kinda broken) make parts into text make parts FLING EVERYONE (inefficient and the player has to be near) select who to fling If you want to support me, go through this linkvertise https://link-target.net/1262127/support-me

Universal