It was a fly script with BodyAngularVelocity (just to make it a little bit funny) -
local player = game.Players.LocalPlayer
local character = player.Character
local UIS = game:GetService("UserInputService")
local hrp = character:WaitForChild("HumanoidRootPart")
local fly = false
UIS.InputBegan:Connect(function(input)
if input.KeyCode == Enum.KeyCode.Space then
local bodyvelocity = Instance.new("BodyVelocity")
bodyvelocity.Name = "Velocity"
bodyvelocity.Parent = hrp
bodyvelocity.Velocity = Vector3.new(0,50,0)
bodyvelocity.MaxForce = Vector3.new(0,10000,0)
local AV = Instance.new("BodyAngularVelocity")
AV.Name = "Rotation"
AV.MaxTorque = Vector3.new(0,100000,0)
AV.Parent = hrp
AV.P = 30
AV.AngularVelocity = Vector3.new(0,180,0)
end
end)
UIS.InputEnded:Connect(function(input)
if input.KeyCode == Enum.KeyCode.Space then
hrp:FindFirstChild("Velocity"):Destroy()
hrp:FindFirstChild("Rotation"):Destroy()
end
end)
Try using the new body mover LinearVelocity. There you can assign a VectorVelocity and change the MaxForce property between your choice of number and 0, effectively toggling the constraint.