The document describes scripting code that enables noclipping and unlimited reach by modifying player simulation radius and attaching parts to the mouse. It connects to input events and descendant added to apply the changes to all parts.
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Brookhaven RP Blackhole
The document describes scripting code that enables noclipping and unlimited reach by modifying player simulation radius and attaching parts to the mouse. It connects to input events and descendant added to apply the changes to all parts.
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--BROUGHT TO YOU BY RSCRIPTS.
NET--
local UserInputService = game:GetService("UserInputService")
local Mouse = game:GetService("Players").LocalPlayer:GetMouse() local Folder = Instance.new("Folder", game:GetService("Workspace")) local Part = Instance.new("Part", Folder) local Attachment1 = Instance.new("Attachment", Part) Part.Anchored = true Part.CanCollide = false Part.Transparency = 1 local Updated = Mouse.Hit + Vector3.new(0, 5, 0) local NetworkAccess = coroutine.create(function() settings().Physics.AllowSleep = false while game:GetService("RunService").RenderStepped:Wait() do for _, Players in next, game:GetService("Players"):GetPlayers() do if Players ~= game:GetService("Players").LocalPlayer then Players.MaximumSimulationRadius = 0 sethiddenproperty(Players, "SimulationRadius", 0) end end game:GetService("Players").LocalPlayer.MaximumSimulationRadius = math.pow(math.huge,math.huge) setsimulationradius(math.huge) end end) coroutine.resume(NetworkAccess) local function ForcePart(v) if v:IsA("Part") and v.Anchored == false and v.Parent:FindFirstChild("Humanoid") == nil and v.Parent:FindFirstChild("Head") == nil and v.Name ~= "Handle" then Mouse.TargetFilter = v for _, x in next, v:GetChildren() do if x:IsA("BodyAngularVelocity") or x:IsA("BodyForce") or x:IsA("BodyGyro") or x:IsA("BodyPosition") or x:IsA("BodyThrust") or x:IsA("BodyVelocity") or x:IsA("RocketPropulsion") then x:Destroy() end end if v:FindFirstChild("Attachment") then v:FindFirstChild("Attachment"):Destroy() end if v:FindFirstChild("AlignPosition") then v:FindFirstChild("AlignPosition"):Destroy() end if v:FindFirstChild("Torque") then v:FindFirstChild("Torque"):Destroy() end v.CanCollide = false local Torque = Instance.new("Torque", v) Torque.Torque = Vector3.new(100000, 100000, 100000) local AlignPosition = Instance.new("AlignPosition", v) local Attachment2 = Instance.new("Attachment", v) Torque.Attachment0 = Attachment2 AlignPosition.MaxForce = 9999999999999999 AlignPosition.MaxVelocity = math.huge AlignPosition.Responsiveness = 200 AlignPosition.Attachment0 = Attachment2 AlignPosition.Attachment1 = Attachment1 end end for _, v in next, game:GetService("Workspace"):GetDescendants() do ForcePart(v) end game:GetService("Workspace").DescendantAdded:Connect(function(v) ForcePart(v) end) UserInputService.InputBegan:Connect(function(Key, Chat) if Key.KeyCode == Enum.KeyCode.E and not Chat then Updated = Mouse.Hit + Vector3.new(0, 5, 0) end end) spawn(function() while game:GetService("RunService").RenderStepped:Wait() do Attachment1.WorldCFrame = Updated end end)