local Players = game:GetService('Players')
local LocalPlayer = Players.LocalPlayer or Players.PlayerAdded:Wait()
local RunService = game:GetService('RunService')
workspace.FallHeightEnabled = false
settings().Physics.PhysicsEnvironmentalThrottle = Enum.EnviromentalPhysicsThrottle.Always
RunService.Heartbeat:Connect(function()
setfflag('S2PhysicsSenderRate', 9e9)
sethiddenproperty(LocalPlayer, 'MaxSimulationRadius', math.huge)
sethiddenproperty(LocalPlayer, 'SimulationRadius', math.huge)
local targets = {}
for _,v in Players:GetPlayers() do
if v == LocalPlayer or LocalPlayer:IsFriendsWithAsync(v.UserId) then
continue
end
local c = v.Character
local h = c and c:FindFirstChild('HumanoidRootPart')
if h then
targets[#targets+1] = h
end
end
if #targets == 0 then
return
end
for _,v in workspace:QueryDescendants('BasePart[Anchored = false]') do
if not isnetworkowner(v) then
continue
end
local a = v:FindFirstAncestorWhichIsA('Model')
if a and a:FindFirstChildWhichIsA('Humanoid') then
continue
end
a = v:FindFirstAncestorWhichIsA('Tool')
if a and a.Parent:FindFirstChildWhichIsA('Humanoid') then
continue
end
local part = targets[math.random(1, #targets)]
v.CanCollide = false
sethiddenproperty(v, 'NetworkIsSleeping', false)
sethiddenproperty(v, 'PhysicsRepRootRef', InstanceHandle.new(part))
v.CFrame = part.CFrame
v.AssemblyLinearVelocity = Vector3.new(9e9, 9e9, 9e9)
v.AssemblyAngularVelocity = Vector3.new(9e9, 9e9, 9e9)
RunService.RenderStepped:Once(function()
v.AssemblyLinearVelocity = Vector3.zero
v.AssemblyAngularVelocity = Vector3.zero
end)
end
end)
if you want i can record a video of what this script looks like (it basically forces everyone to leave, sometimes it even crashes the server)
or i can go into detail on how it works