--//Strength Settings\\-- local StrenghtMultiplier = 450 --Much higher will just set players back, not props though. --\\End//-- --//Vars\\-- local UserInputService = game:GetService("UserInputService") local Workspace = game:GetService("Workspace") local Debris = game:GetService("Debris") --\\End//-- --//Fling Function\\-- Workspace.ChildAdded:Connect(function(NewModel) if NewModel.Name == "GrabParts" then local PartToImpulse = NewModel["GrabPart"]["WeldConstraint"].Part1 if PartToImpulse then --//Part found local VelocityObject = Instance.new("BodyVelocity", PartToImpulse) NewModel:GetPropertyChangedSignal("Parent"):Connect(function() if not NewModel.Parent then if UserInputService:GetLastInputType() == Enum.UserInputType.MouseButton2 then --//Launched VelocityObject.MaxForce = Vector3.new(math.huge, math.huge, math.huge) VelocityObject.Velocity = workspace.CurrentCamera.CFrame.lookVector * StrenghtMultiplier Debris:AddItem(VelocityObject, 1) elseif UserInputService:GetLastInputType() == Enum.UserInputType.MouseButton1 then VelocityObject:Destroy() --//Cancel Launch else VelocityObject:Destroy() --//No keys pressed end end end) end end end) --\\End//--