--BELOW IS FLING SCRIPT2
local StrenghtMultiplier = 400
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.")
--ABOVE IS FLIND SCRIPT 2
--BELOW IS GRAB SCRIPT
local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
local LocalPlayer = Players.LocalPlayer
local Mouse = LocalPlayer:GetMouse()
local Camera = workspace.CurrentCamera
-- Configuration Settings
local GRAB_RANGE = 100 -- Maximum distance to grab players
local GRAB_ANGLE = 45 -- Field of view angle (degrees)
local CHECK_INTERVAL = 0.01 -- How often to check for players (seconds)
local CLICK_HOLD = 0.1 -- How long to hold the click (seconds)
local GRAB_COOLDOWN = 1 -- Time between grabs (seconds)
local TOGGLE_KEY = Enum.KeyCode.Z -- Changed toggle key to Z
-- Variables
local autoGrabEnabled = false -- Changed to false by default
local lastGrabAttempt = 0
local lastGrabbedPlayer = nil
local lastCheckTime = 0
-- Function to click at a specific position
local function simulateClick(position)
-- Move mouse to position
Mouse:MoveTo(position.X, position.Y)
-- Simulate left mouse button press
mouse1press()
wait(CLICK_HOLD)
mouse1release()
end
-- Alternative click function using VirtualUser if available
local function virtualClick(position)
local VirtualUser = game:GetService("VirtualUser")
if VirtualUser then
VirtualUser:Button1Down(Vector2.new(position.X, position.Y))
wait(CLICK_HOLD)
VirtualUser:Button1Up(Vector2.new(position.X, position.Y))
end
end
-- Check if a player is in your field of view
local function isInFieldOfView(character)
if not character or not character:FindFirstChild("HumanoidRootPart") then return false end
local targetPosition = character.HumanoidRootPart.Position
local characterPosition = LocalPlayer.Character and LocalPlayer.Character:FindFirstChild("Head") and
LocalPlayer.Character.Head.Position
if not characterPosition then return false end
-- Check if in range
local distance = (targetPosition - characterPosition).Magnitude
if distance > GRAB_RANGE then return false end
-- Check if in field of view
local lookVector = Camera.CFrame.LookVector
local directionToTarget = (targetPosition - characterPosition).Unit
local angle = math.acos(lookVector:Dot(directionToTarget)) * (180/math.pi)
if angle > GRAB_ANGLE then return false end
-- Simple raycast to check if player is visible
local rayParams = RaycastParams.new()
rayParams.FilterDescendantsInstances = {LocalPlayer.Character}
rayParams.FilterType = Enum.RaycastFilterType.Blacklist
local rayResult = workspace:Raycast(characterPosition, directionToTarget * distance, rayParams)
if rayResult and rayResult.Instance and not rayResult.Instance:IsDescendantOf(character) then
return false -- Something is blocking the view
end
return true
end
-- Find the best target part to grab
local function findBestGrabPart(character)
local grabPriority = {
"HumanoidRootPart",
"Head",
"UpperTorso",
"Torso", -- For R6 characters
"LowerTorso"
}
for _, partName in ipairs(grabPriority) do
local part = character:FindFirstChild(partName)
if part then
local screenPos, onScreen = Camera:WorldToScreenPoint(part.Position)
if onScreen then
return part, Vector2.new(screenPos.X, screenPos.Y)
end
end
end
-- If no specific part found, try any visible part
for _, part in pairs(character:GetChildren()) do
if part:IsA("BasePart") then
local screenPos, onScreen = Camera:WorldToScreenPoint(part.Position)
if onScreen then
return part, Vector2.new(screenPos.X, screenPos.Y)
end
end
end
return nil, nil
end
-- Find closest targetable player
local function findGrabbablePlayer()
local closestPlayer = nil
local closestDistance = GRAB_RANGE
for _, player in pairs(Players:GetPlayers()) do
if player ~= LocalPlayer and player.Character then
if isInFieldOfView(player.Character) then
local distance = (player.Character.HumanoidRootPart.Position -
LocalPlayer.Character.Head.Position).Magnitude
if distance < closestDistance then
closestPlayer = player
closestDistance = distance
end
end
end
end
return closestPlayer
end
-- Main grab function
local function attemptGrab()
if not autoGrabEnabled or not LocalPlayer.Character then return end
-- Only run check at specified intervals
local currentTime = tick()
if currentTime - lastCheckTime < CHECK_INTERVAL then return end
lastCheckTime = currentTime
local targetPlayer = findGrabbablePlayer()
if not targetPlayer then return end
-- Check if this is the same player we just grabbed
if lastGrabbedPlayer == targetPlayer then
-- Check if cooldown has elapsed
if currentTime - lastGrabAttempt < GRAB_COOLDOWN then
return -- Still on cooldown for this player
end
end
local targetPart, screenPosition = findBestGrabPart(targetPlayer.Character)
if targetPart and screenPosition then
-- Update tracking variables
lastGrabbedPlayer = targetPlayer
lastGrabAttempt = currentTime
-- Debug info (comment out for final version)
-- print("Auto-grabbing player:", targetPlayer.Name, "at part:", targetPart.Name)
-- Try both click methods to ensure one works
pcall(simulateClick, screenPosition)
pcall(virtualClick, screenPosition)
end
end
-- Function to display status message
local function showStatusMessage(isEnabled)
-- Remove existing status if present
if LocalPlayer.PlayerGui:FindFirstChild("AutoGrabStatus") then
LocalPlayer.PlayerGui.AutoGrabStatus:Destroy()
end
-- Create new status message
local statusLabel = Instance.new("ScreenGui")
statusLabel.Name = "AutoGrabStatus"
statusLabel.Parent = LocalPlayer.PlayerGui
local textLabel = Instance.new("TextLabel")
textLabel.Size = UDim2.new(0, 200, 0, 50)
textLabel.Position = UDim2.new(0.5, -100, 0.1, 0)
textLabel.BackgroundColor3 = Color3.fromRGB(0, 0, 0)
textLabel.BackgroundTransparency = 0.5
textLabel.TextColor3 = isEnabled and Color3.fromRGB(0, 255, 0) or Color3.fromRGB(255, 0, 0)
textLabel.Text = "Auto-Grab: " .. (isEnabled and "ENABLED" or "DISABLED")
textLabel.Parent = statusLabel
game.Debris:AddItem(statusLabel, 2)
end
-- Toggle auto-grab with Z key (changed from G)
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if not gameProcessed and input.KeyCode == TOGGLE_KEY then
autoGrabEnabled = not autoGrabEnabled
print("Auto-grab:", autoGrabEnabled and "Enabled" or "Disabled")
-- Show visual feedback
showStatusMessage(autoGrabEnabled)
end
end)
-- Main loop
RunService.Heartbeat:Connect(function()
pcall(attemptGrab)
end)
-- Character respawn handling
LocalPlayer.CharacterAdded:Connect(function(newCharacter)
print("Character respawned - Auto-grab currently", autoGrabEnabled and "enabled" or "disabled")
end)
print("Auto-grab script loaded! Press Z to toggle (currently DISABLED)")
-- Function to fix the mouse1press/release if missing
if not mouse1press then
mouse1press = function()
local VirtualUser = game:GetService("VirtualUser")
local mousePos = UserInputService:GetMouseLocation()
VirtualUser:Button1Down(Vector2.new(mousePos.X, mousePos.Y))
end
mouse1release = function()
local VirtualUser = game:GetService("VirtualUser")
local mousePos = UserInputService:GetMouseLocation()
VirtualUser:Button1Up(Vector2.new(mousePos.X, mousePos.Y))
end
end
-- Show initial status message
showStatusMessage(autoGrabEnabled)
--ABOVE IS AUTO GRAB SCRIPT
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