--Kaid#0001 made this lol local plr = game:GetService("Players").LocalPlayer local hum = plr.Character.Humanoid local c = plr.Character local Velocity = 200 local parts = {} settings()['Physics'].AllowSleep = false settings()['Physics'].PhysicsEnvironmentalThrottle = Enum['EnviromentalPhysicsThrottle'].Disabled c.Parent = game:GetService("Lighting") c.HumanoidRootPart.Parent = nil c.Parent = workspace for i,v in pairs(plr.Character.CollisionParts:GetChildren()) do table.insert(parts,v) end for i,v in pairs(parts) do v.Weld:Destroy() end task.wait(.1) local root = hum.RootPart for i,v in pairs(parts) do local handle = v handle.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0) local BodyVelocity = Instance.new("BodyVelocity") BodyVelocity.MaxForce = Vector3.new(1e6,1e6,1e6) BodyVelocity.P = 1e6 BodyVelocity.Velocity = Vector3.new(0,-Velocity,0) BodyVelocity.Parent = handle local x,y,z local index = 0 local Twist,Radius,Pry = 0,0,0 local visualizer task.wait(.1) setscriptable(plr, "SimulationRadius", true) visualizer = game:GetService("RunService").Heartbeat:Connect(function(delta) if not v or v == nil or v.Parent ~= plr.Character.CollisionParts then visualizer:Disconnect();plr.Character:BreakJoints() BodyVelocity:Destroy() return end plr.SimulationRadius = 1000 index = index + 1 Pry = math.rad(index + (i*(360/#parts))) x,y,z = root.CFrame.p.X,root.CFrame.p.Y-(Velocity/4),root.CFrame.p.Z handle.CFrame = handle.CFrame:Lerp(CFrame.new(Vector3.new(x,y,z)) * CFrame.Angles(0,Pry,Pry) * CFrame.new(0,0,6), 1-(0.001)^delta) handle.AssemblyLinearVelocity = Vector3.new(0,Velocity,0) end) end