-- [[ GODMODE PSEUDO v2.2 ]] -- Premium fly + walk script (rebranded) if not game:IsLoaded() then game.Loaded:Wait() end local Players = game:GetService("Players") local UserInputService = game:GetService("UserInputService") local RunService = game:GetService("RunService") local player = Players.LocalPlayer local state = { enabled = false, noclip = false, mode = "Walk", moving = {W = false, A = false, S = false, D = false, Up = false, Down = false}, currentSpeed = 0, targetSpeed = 16, } local SETTINGS = { walkSpeed = 16, sprintSpeed = 32, flySpeed = 60, maxVelocity = 200, acceleration = 14, deceleration = 18, toggleKey = Enum.KeyCode.RightControl, flyInertiaBase = 0.85, flyAirResistanceLerp = 4, antiSinkBoost = 0.015, } local connections = {} local charParts = {} local updateStatus = nil local function lerp(a, b, t) return a + (b - a) * math.clamp(t, 0, 1) end local function cleanup() for _, conn in ipairs(connections) do if conn then conn:Disconnect() end end table.clear(connections) table.clear(charParts) end local function createGUI() local existing = player.PlayerGui:FindFirstChild("GodmodePseudo") if existing then existing:Destroy() end local gui = Instance.new("ScreenGui") gui.Name = "GodmodePseudo" gui.ResetOnSpawn = false gui.Parent = player.PlayerGui local frame = Instance.new("Frame") frame.Size = UDim2.new(0, 280, 0, 220) frame.Position = UDim2.new(0.5, -140, 0.5, -110) frame.BackgroundColor3 = Color3.fromRGB(15, 15, 15) frame.BorderSizePixel = 0 frame.Active = true frame.Draggable = true frame.Parent = gui local title = Instance.new("TextLabel") title.Size = UDim2.new(1, 0, 0, 30) title.BackgroundColor3 = Color3.fromRGB(25, 25, 25) title.Text = "GODMODE PSEUDO v2.2" title.TextColor3 = Color3.fromRGB(0, 255, 100) title.Font = Enum.Font.GothamBold title.TextSize = 15 title.Parent = frame local status = Instance.new("TextLabel") status.Size = UDim2.new(1, -20, 0, 22) status.Position = UDim2.new(0, 10, 0, 40) status.BackgroundTransparency = 1 status.TextColor3 = Color3.fromRGB(200, 200, 200) status.TextSize = 13 status.Font = Enum.Font.Gotham status.Parent = frame updateStatus = function() local spd = math.floor(state.currentSpeed + 0.5) status.Text = string.format( "ENGINE: %s | MODE: %s | NOCLIP: %s\nSPD: %d (Target: %d)", state.enabled and "ON" or "OFF", state.mode:upper(), state.noclip and "ON" or "OFF", spd, math.floor(state.targetSpeed) ) end updateStatus() local function makeButton(text, yPos, color, callback) local btn = Instance.new("TextButton") btn.Size = UDim2.new(1, -20, 0, 38) btn.Position = UDim2.new(0, 10, 0, yPos) btn.Text = text btn.BackgroundColor3 = color btn.TextColor3 = Color3.new(1,1,1) btn.Font = Enum.Font.GothamSemibold btn.TextSize = 14 btn.Parent = frame btn.MouseButton1Click:Connect(callback) return btn end makeButton("ENABLE", 75, Color3.fromRGB(0, 120, 0), function() state.enabled = true updateStatus() end) makeButton("DISABLE", 120, Color3.fromRGB(120, 0, 0), function() state.enabled = false state.currentSpeed = 0 state.mode = "Walk" local hum = player.Character and player.Character:FindFirstChild("Humanoid") if hum then hum.PlatformStand = false hum:ChangeState(Enum.HumanoidStateType.Running) end for _, p in ipairs(charParts) do if p.Parent then p.CanCollide = true end end updateStatus() end) table.insert(connections, UserInputService.InputBegan:Connect(function(input, gpe) if not gpe and input.KeyCode == SETTINGS.toggleKey then frame.Visible = not frame.Visible end end)) end local function setupCharacter(character) cleanup() createGUI() local hrp = character:WaitForChild("HumanoidRootPart") local hum = character:WaitForChild("Humanoid") local function addPart(v) if v:IsA("BasePart") and v ~= hrp then table.insert(charParts, v) end end for _, v in ipairs(character:GetDescendants()) do addPart(v) end character.DescendantAdded:Connect(addPart) -- Input Handling table.insert(connections, UserInputService.InputBegan:Connect(function(input, gpe) if gpe or not state.enabled then return end local k = input.KeyCode if k == Enum.KeyCode.W then state.moving.W = true elseif k == Enum.KeyCode.A then state.moving.A = true elseif k == Enum.KeyCode.S then state.moving.S = true elseif k == Enum.KeyCode.D then state.moving.D = true elseif k == Enum.KeyCode.Space then state.moving.Up = true elseif k == Enum.KeyCode.LeftControl then state.moving.Down = true elseif k == Enum.KeyCode.LeftShift then state.targetSpeed = (state.mode == "Fly" and SETTINGS.flySpeed or SETTINGS.sprintSpeed) elseif k == Enum.KeyCode.V then state.noclip = not state.noclip updateStatus() elseif k == Enum.KeyCode.F then state.mode = (state.mode == "Walk" and "Fly" or "Walk") hum.PlatformStand = (state.mode == "Fly") state.targetSpeed = (state.mode == "Fly" and SETTINGS.flySpeed or SETTINGS.walkSpeed) updateStatus() end end)) table.insert(connections, UserInputService.InputEnded:Connect(function(input) local k = input.KeyCode if k == Enum.KeyCode.W then state.moving.W = false elseif k == Enum.KeyCode.A then state.moving.A = false elseif k == Enum.KeyCode.S then state.moving.S = false elseif k == Enum.KeyCode.D then state.moving.D = false elseif k == Enum.KeyCode.Space then state.moving.Up = false elseif k == Enum.KeyCode.LeftControl then state.moving.Down = false elseif k == Enum.KeyCode.LeftShift then state.targetSpeed = (state.mode == "Fly" and SETTINGS.flySpeed or SETTINGS.walkSpeed) end end)) -- Main Loop table.insert(connections, RunService.Heartbeat:Connect(function(dt) if not state.enabled or not hrp.Parent then return end local cam = workspace.CurrentCamera if not cam then return end -- Noclip for _, p in ipairs(charParts) do if p.Parent then p.CanCollide = not state.noclip end end -- Input vector local moveVec = Vector3.new( (state.moving.D and 1 or 0) - (state.moving.A and 1 or 0), (state.moving.Up and 1 or 0) - (state.moving.Down and 1 or 0), (state.moving.S and 1 or 0) - (state.moving.W and 1 or 0) ) local moveDir if state.mode == "Fly" then local camCF = cam.CFrame local forward = camCF.LookVector -- Smart clamping for extreme vertical angles if math.abs(forward.Y) > 0.95 then forward = Vector3.new(forward.X, 0, forward.Z) if forward.Magnitude > 0.001 then forward = forward.Unit else forward = Vector3.zero end end moveDir = camCF:VectorToWorldSpace(moveVec) moveDir = moveDir:Lerp(forward * moveVec.Z * -1 + camCF.RightVector * moveVec.X, 0.3) else -- Safe walk projection local lookRaw = Vector3.new(cam.CFrame.LookVector.X, 0, cam.CFrame.LookVector.Z) local rightRaw = Vector3.new(cam.CFrame.RightVector.X, 0, cam.CFrame.RightVector.Z) local flatLook = lookRaw.Magnitude > 0.001 and lookRaw.Unit or Vector3.zero local flatRight = rightRaw.Magnitude > 0.001 and rightRaw.Unit or Vector3.zero moveDir = (flatLook * (moveVec.Z * -1)) + (flatRight * moveVec.X) end local mag = moveDir.Magnitude local isMoving = mag > 0.1 local accelMult = (state.mode == "Fly" and 1.25 or 1) local accel = isMoving and SETTINGS.acceleration or SETTINGS.deceleration state.currentSpeed = lerp(state.currentSpeed, isMoving and state.targetSpeed or 0, dt * accel * accelMult) if state.currentSpeed < 0.1 then state.currentSpeed = 0 end local finalVel = Vector3.zero if mag > 0.001 then finalVel = (moveDir / mag) * state.currentSpeed end if state.mode == "Fly" then local current = hrp.AssemblyLinearVelocity local target = finalVel -- Dynamic inertia local speedFactor = math.clamp(current.Magnitude / SETTINGS.flySpeed, 0, 1) local inertia = SETTINGS.flyInertiaBase + (0.08 * speedFactor) if mag > 0.001 and current.Magnitude > 0.1 then local dot = current.Unit:Dot(moveDir.Unit) if dot < 0.5 then inertia = 0.68 end end hrp.AssemblyLinearVelocity = current * inertia + target * (1 - inertia) -- Anti-sink if math.abs(hrp.AssemblyLinearVelocity.Y) < 0.05 then hrp.AssemblyLinearVelocity += Vector3.new(0, SETTINGS.antiSinkBoost, 0) end -- Smooth anti-jitter damping if finalVel.Magnitude < 0.05 then hrp.AssemblyLinearVelocity = hrp.AssemblyLinearVelocity:Lerp(Vector3.zero, dt * SETTINGS.flyAirResistanceLerp) end else local currentVel = hrp.AssemblyLinearVelocity if state.currentSpeed == 0 then hrp.AssemblyLinearVelocity = Vector3.new( lerp(currentVel.X, 0, dt * 12), currentVel.Y, lerp(currentVel.Z, 0, dt * 12) ) else hrp.AssemblyLinearVelocity = Vector3.new(finalVel.X, currentVel.Y, finalVel.Z) end end -- Velocity cap if hrp.AssemblyLinearVelocity.Magnitude > SETTINGS.maxVelocity then hrp.AssemblyLinearVelocity = hrp.AssemblyLinearVelocity.Unit * SETTINGS.maxVelocity end -- Smooth rotation (walk mode) if state.mode == "Walk" and isMoving then local flatDir = Vector3.new(moveDir.X, 0, moveDir.Z) if flatDir.Magnitude > 0.1 then hrp.CFrame = hrp.CFrame:Lerp( CFrame.lookAt(hrp.Position, hrp.Position + flatDir), dt * 12 ) end end updateStatus() end)) end player.CharacterAdded:Connect(setupCharacter) if player.Character then setupCharacter(player.Character) end print("✅ GODMODE PSEUDO v2.2 loaded successfully")