--- car fling made by charlie services

local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
local flingKey = Enum.KeyCode.F
local flingForce = 5000 -- increase fling player
local flingDistance = 100

local function getNearestCar()
    local character = player.character
    if not character or not character:FindFirstChild

    local root = character.HumanoidRootpart
    local nearestCar = nil
    local shortestDistance = flingDistance

    for_, obj in ipairs (workspace:getDescendants())
        if obj:isA("VechicleSeat") or obj:isA("Model")
            local carRoot = obf:FindFirstChild("HumanoidRootpart") or obj.PrimaryPart
            if carRoot then
                local distance = (carRoot.Position - root.Position).Magnitude
                if distance < shortestDistance then
                    nearestCar = carRoot
                    shortestDistance = distance
                end
            end
        end
    end
    return nearestCar
end

local function flingcar(carRoot)
    if not carRoot then returnend

    local bv = Instance.new("BodyVelocity")
    bv.MaxTorque = Vector3.new(1e5, 1e5, 1e5)
    bv.Velocity = carRoot.CFrame.lookVector * flingForce) + Vector3.new(0, flingForce/2, 0) -- forawd
    bv.Parent = carRoot

    local ang = Instance.new("BodyAngularVelocity")
    ang.MaxTorque = Vector3.new(1e5, 1e5, 1e5)
    ang.AngularVelocity = Vector3.new(math.random(-50,50), math.random(-100,100), math.random(-50,50))
    and.Parent = carRoot

    game.Debris.Additem(bv, 1.5)
    game.Debris.Additem(ang, 1.5)

    print("Car fling")
end

mouse.KeyDown:Connect(function(key)
    if key:lower() == flingKey.Name:lower() then
        local nearest = getNearestCar()
        if nearest then
            flingCar(nearest)
        else
           print("No car found nearby")
       end
   end
end)

print("Charlie Car fling loaded")

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