local StrenghtMultiplier = 300
local UserInputService = game:GetService("UserInputService")
local Workspace = game:GetService("Workspace")
local Debris = game:GetService("Debris")


Workspace.ChildAdded:Connect(function(NewModel)
	if NewModel.Name == "GrabParts" then
		local PartToImpulse = NewModel["GrabPart"]["WeldConstraint"].Part1
		if PartToImpulse then
			local VelocityObject = Instance.new("BodyVelocity", PartToImpulse)
			NewModel:GetPropertyChangedSignal("Parent"):Connect(function()
				if not NewModel.Parent then
					if UserInputService:GetLastInputType() == Enum.UserInputType.MouseButton2 then
						VelocityObject.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
						VelocityObject.Velocity = workspace.CurrentCamera.CFrame.lookVector * StrenghtMultiplier
						Debris:AddItem(VelocityObject, 1)
					elseif UserInputService:GetLastInputType() == Enum.UserInputType.MouseButton1 then
						VelocityObject:Destroy()
					else
						VelocityObject:Destroy()
					end
				end
			end)
		end
	end
end)

local UserInputService = game:GetService("UserInputService")
local VirtualInputManager = game:GetService("VirtualInputManager")

-- Function to simulate key press and release with a hold duration
local function simulateKeyPress(keyCode, holdDuration)
    -- Default hold duration if not specified
    holdDuration = holdDuration or 0
    
    -- Press key down
    VirtualInputManager:SendKeyEvent(true, keyCode, false, game)
    
    -- If there's a hold duration, wait that amount of time
    if holdDuration > 0 then
        wait(holdDuration)
    end
    
    -- Release key
    VirtualInputManager:SendKeyEvent(false, keyCode, false, game)
end

-- Function to simulate mouse click at specific coordinates
local function simulateMouseClick(x, y)
    -- Convert screen coordinates to game window coordinates
    VirtualInputManager:SendMouseButtonEvent(x, y, 0, true, game, 1)
    VirtualInputManager:SendMouseButtonEvent(x, y, 0, false, game, 1)
end

-- Input handler for the F key
local function onInputBegan(input, gameProcessed)
    -- Only handle if game hasn't already processed the input
    if not gameProcessed then
        -- Check if F key was pressed
        if input.KeyCode == Enum.KeyCode.C then
            print("F key pressed - executing sequence")
            
            -- Simulate pressing the E key and holding it for 0.1 seconds
            simulateKeyPress(Enum.KeyCode.E, 0.1)
            
            -- Add a delay before clicking
            wait(0.01)
            
            -- Simulate mouse click at position (609, 555)
            simulateMouseClick(1164, 476)
            
            -- Add a delay before pressing E again
            wait(0.1)
            
            -- Simulate pressing E again with a 0.1 second hold
            simulateKeyPress(Enum.KeyCode.E, 0.1)
            
            -- Add a delay before the second click
            wait(0.1)
            
        end
    end
end

-- Connect the input handler
UserInputService.InputBegan:Connect(onInputBegan)

print("Air loaded. Press C to activate the sequence.")

local UserInputService = game:GetService("UserInputService")
local VirtualInputManager = game:GetService("VirtualInputManager")

-- Function to simulate key press and release with a hold duration
local function simulateKeyPress(keyCode, holdDuration)
    -- Default hold duration if not specified
    holdDuration = holdDuration or 0
    
    -- Press key down
    VirtualInputManager:SendKeyEvent(true, keyCode, false, game)
    
    -- If there's a hold duration, wait that amount of time
    if holdDuration > 0 then
        wait(holdDuration)
    end
    
    -- Release key
    VirtualInputManager:SendKeyEvent(false, keyCode, false, game)
end

-- Function to simulate mouse click at specific coordinates
local function simulateMouseClick(x, y)
    -- Convert screen coordinates to game window coordinates
    VirtualInputManager:SendMouseButtonEvent(x, y, 0, true, game, 1)
    VirtualInputManager:SendMouseButtonEvent(x, y, 0, false, game, 1)
end

-- Input handler for the F key
local function onInputBegan(input, gameProcessed)
    -- Only handle if game hasn't already processed the input
    if not gameProcessed then
        -- Check if F key was pressed
        if input.KeyCode == Enum.KeyCode.Q then
            print("Q key pressed - executing sequence")
            
            -- Simulate pressing the E key and holding it for 0.1 seconds
            simulateKeyPress(Enum.KeyCode.E, 0.1)
            
            -- Add a delay before clicking
            wait(0.01)
            
            -- Simulate mouse click at position (970, 381)
            simulateMouseClick(970, 381)
            
            -- Add a delay before Pressing Q again
            wait(0.1)
            
            -- Simulate Pressing Q again with a 0.1 second hold
            simulateKeyPress(Enum.KeyCode.E, 0.1)
            
            -- Add a delay before the second click
            wait(0.1)
            
            -- Simulate mouse click at position (970, 381)
            simulateMouseClick(970, 381)
        end
    end
end

-- Connect the input handler
UserInputService.InputBegan:Connect(onInputBegan)

print("Bombs loaded. Press Q to activate the sequence.")

local UserInputService = game:GetService("UserInputService")
local VirtualInputManager = game:GetService("VirtualInputManager")

-- Function to simulate key press and release with a hold duration
local function simulateKeyPress(keyCode, holdDuration)
    -- Default hold duration if not specified
    holdDuration = holdDuration or 0
    
    -- Press key down
    VirtualInputManager:SendKeyEvent(true, keyCode, false, game)
    
    -- If there's a hold duration, wait that amount of time
    if holdDuration > 0 then
        wait(holdDuration)
    end
    
    -- Release key
    VirtualInputManager:SendKeyEvent(false, keyCode, false, game)
end

-- Function to simulate mouse click at specific coordinates
local function simulateMouseClick(x, y)
    -- Convert screen coordinates to game window coordinates
    VirtualInputManager:SendMouseButtonEvent(x, y, 0, true, game, 1)
    VirtualInputManager:SendMouseButtonEvent(x, y, 0, false, game, 1)
end

-- Input handler for the F key
local function onInputBegan(input, gameProcessed)
    -- Only handle if game hasn't already processed the input
    if not gameProcessed then
        -- Check if F key was pressed
        if input.KeyCode == Enum.KeyCode.F then
            print("F key pressed - executing sequence")
            
            -- Simulate pressing the E key and holding it for 0.1 seconds
            simulateKeyPress(Enum.KeyCode.E, 0.1)
            
            -- Add a delay before clicking
            wait(0.01)
            
            -- Simulate mouse click at position (609, 555)
            simulateMouseClick(777, 569)
            
            -- Add a delay before pressing E again
            wait(0.1)
            
            -- Simulate pressing E again with a 0.1 second hold
            simulateKeyPress(Enum.KeyCode.E, 0.1)
            
            -- Add a delay before the second click
            wait(0.1)
            
            -- Optional: Add a second click if needed
            simulateMouseClick(777, 569)
        end
    end
end

-- Connect the input handler
UserInputService.InputBegan:Connect(onInputBegan)

print("Planks loaded. Press F to activate the sequence.")

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