I’d want to fake the velocity
I tried to use a body velocity
I’d want to fake the velocity
I tried to use a body velocity
Elaborate please by the meaning of “fake velocity”?
like, behaving like it has velocity, but it is not moving like it has it, like the exploits
From what im understanding, your trying to make it move but make it not move??
I want it to be like a convayer belt, but unanchored
Oh, I understand now, you would probably use Linear Interpolation or Tweening.
Both work well, but I would go for Tweening since its more beginner friendly.
no, any part that touches it should be moved by it via something like Assembly Linear Velocity
make a conveyor belt like you would then keep in in place via a strong bodyAlign. It’s not technically anchored but it will stay in the same place.
towhere you can move it if you push a part that is bodyalign weld to it
Set your velocity and cframe value on every heartbeat. If you are referring to exploits way, it looks something like this, however it’s not “spoofing velocity”:
addcmd('fling',{},function(args, speaker)
flinging = false
for _, child in pairs(speaker.Character:GetDescendants()) do
if child:IsA("BasePart") then
child.CustomPhysicalProperties = PhysicalProperties.new(math.huge, 0.3, 0.5)
end
end
execCmd('noclip')
wait(.1)
local bambam = Instance.new("BodyAngularVelocity")
bambam.Name = randomString()
bambam.Parent = getRoot(speaker.Character)
bambam.AngularVelocity = Vector3.new(0,99999,0)
bambam.MaxTorque = Vector3.new(0,math.huge,0)
bambam.P = math.huge
local Char = speaker.Character:GetChildren()
for i, v in next, Char do
if v:IsA("BasePart") then
v.CanCollide = false
v.Massless = true
v.Velocity = Vector3.new(0, 0, 0)
end
end
flinging = true
local function flingDiedF()
execCmd('unfling')
end
flingDied = speaker.Character:FindFirstChildOfClass('Humanoid').Died:Connect(flingDiedF)
repeat
bambam.AngularVelocity = Vector3.new(0,99999,0)
wait(.2)
bambam.AngularVelocity = Vector3.new(0,0,0)
wait(.1)
until flinging == false
end)
not the spin sploit, I want to do it in a way that evades TSB and SB
Can you elaborate?
I want to spoof linear velocity, not spin insanley fast
What exactly do you mean by “spoofing”?
not moving until you want it to, while moving parts like it has a velocity
From what i’m understand you want a conveyor system likes those of tycoons?
but the player instead, to where they can move
The tycoons ones move the player though??
towhere the player is like a conveyer, but they can move
Huh? that makes no sense please elaborate