--- 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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