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FE Gravity

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Jan 22nd, 2020
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  1. speed = 10
  2. spawn(function()
  3. while true do
  4. game.Players.LocalPlayer.MaximumSimulationRadius = math.pow(math.huge,math.huge)*math.huge
  5. game.Players.LocalPlayer.SimulationRadius = math.pow(math.huge,math.huge)*math.huge
  6. game:GetService("RunService").Stepped:wait()
  7. end
  8. end)
  9. while wait(speed) do
  10. local function zeroGrav(part)
  11. if part:FindFirstChild("BodyForce") then return end
  12. local temp = Instance.new("BodyForce")
  13. temp.Force = part:GetMass() * Vector3.new(0,workspace.Gravity,0)
  14. temp.Parent = part
  15. end
  16.  
  17. for i,v in ipairs(workspace:GetDescendants()) do
  18. if v:IsA("Part") and v.Anchored == false then
  19. if not (v:IsDescendantOf(game.Players.LocalPlayer.Character)) then
  20. zeroGrav(v)
  21. end
  22. end
  23. end
  24.  
  25. workspace.DescendantAdded:Connect(function(part)
  26. if part:IsA("Part") and v.Anchored == false then
  27. if not (part:IsDescendantOf(game.Players.LocalPlayer.Character)) then
  28. zeroGrav(part)
  29. end
  30. end
  31. end)
  32. end
  33. print()
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