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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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boyw82097
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0% found this document useful (0 votes)
264 views2 pages

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.

Uploaded by

boyw82097
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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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)

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