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- G.AntiFlingConfig = {
- -- this will remove your rotational velocity every frame
- disable_rotation = true;
- -- this slows you down if you're moving too fast, works well but can give you a low gravity effect
- limit_velocity = true;
- limit_velocity_sensitivity = 150; -- how fast you have to be moving before you get slowed down
- limit_velocity_slow = 0; -- the amount of velocity you keep; a lower number increases how much you slow down by
- -- stops you from ragdolling or falling over and losing control
- anti_ragdoll = true;
- -- completely freezes you if someone gets too close to you
- anchor = false;
- smart_anchor = true; -- only anchors if someone is considered flinging, this likely won't detect many flings
- anchor_dist = 30; -- how close someone has to be to trigger anchor
- -- teleport away if someone gets too close
- teleport = false;
- smart_teleport = true; -- only teleports if someone is considered flinging, this likely won't detect many flings
- teleport_dist = 30; -- how close someone has to be to teleport you
- }
- -- run _G.disable() to disable the script completely
- local Players = Game:GetService"Players"
- local plr = Players.LocalPlayer
- local function Enable()
- for i,v in pairs (Players:GetPlayers()) do
- Collide(v)
- end
- end
- function G:Enable()
- C = game:GetService"RunService".RenderStepped: Connect (Enable)
- end
- function G:Disable()
- C: Disconnect ()
- for i,v in pairs(game.Players:GetPlayers()) do
- if v ~= plr then
- for h,b in pairs(v.Character:GetDescendants()) do
- if b:IsA"BasePart" and b.CanCollide == false then
- b.CanCollide = true
- end
- end
- end
- end
- end
- G:Enable()
- return G
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