Bring All parts to you v2
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Bring All parts to you v2

Brookhaven 🏡RPDizzilovellDizzilovell 11.5K views 42 executesUpdated Jul 22, 2025
Unrated
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Lua Script•146 lines (4272 chars)
--[[
	WARNING: Use at your own risk! ScriptBlox script to control anchored parts.
]]

local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local Workspace = game:GetService("Workspace")

local LocalPlayer = Players.LocalPlayer
local character = LocalPlayer.Character or LocalPlayer.CharacterAdded:Wait()
local humanoidRootPart = character:WaitForChild("HumanoidRootPart")

-- Create folder and part to hold the attachment
local Folder = Instance.new("Folder")
Folder.Name = "BlackHoleParts"
Folder.Parent = Workspace

local controlPart = Instance.new("Part")
controlPart.Name = "ControlPart"
controlPart.Anchored = true
controlPart.CanCollide = false
controlPart.Transparency = 1
controlPart.Size = Vector3.new(1,1,1)
controlPart.Parent = Folder

local attachment1 = Instance.new("Attachment")
attachment1.Name = "Attachment1"
attachment1.Parent = controlPart

-- Store controlled parts here
local controlledParts = {}

-- Settings
local BLACK_HOLE_VELOCITY = Vector3.new(14, 14, 14)

-- Cleanup existing movers and attach new constraints to anchored parts
local function forcePart(part)
	if not part or not part:IsA("BasePart") then return end
	if part.Anchored and not part.Parent:FindFirstChildOfClass("Humanoid") and not part.Parent:FindFirstChild("Head") and part.Name ~= "Handle" then
		-- Remove existing body movers
		for _, child in pairs(part:GetChildren()) do
			if child:IsA("BodyAngularVelocity") or
			   child:IsA("BodyForce") or
			   child:IsA("BodyGyro") or
			   child:IsA("BodyPosition") or
			   child:IsA("BodyThrust") or
			   child:IsA("BodyVelocity") or
			   child:IsA("RocketPropulsion") or
			   child:IsA("AlignPosition") or
			   child:IsA("Torque") or
			   child:IsA("AlignOrientation") then
				child:Destroy()
			end
		end
		
		-- Create new constraints to control part
		local torque = Instance.new("Torque")
		torque.Torque = Vector3.new(100000, 100000, 100000)
		torque.Parent = part
		
		local alignPos = Instance.new("AlignPosition")
		alignPos.MaxForce = math.huge
		alignPos.MaxVelocity = math.huge
		alignPos.Responsiveness = 200
		alignPos.Parent = part
		
		local attachment2 = Instance.new("Attachment")
		attachment2.Parent = part
		
		torque.Attachment0 = attachment2
		alignPos.Attachment0 = attachment2
		alignPos.Attachment1 = attachment1
		
		part.CanCollide = false
		
		-- Track controlled parts
		controlledParts[part] = true
	end
end

-- Update controlled parts velocity every heartbeat
RunService.Heartbeat:Connect(function()
	-- Move controlPart to player's humanoid root position
	controlPart.CFrame = humanoidRootPart.CFrame
	
	-- Set velocity on controlled parts
	for part, _ in pairs(controlledParts) do
		if part and part.Parent then
			part.Velocity = BLACK_HOLE_VELOCITY
		else
			-- Clean up removed parts
			controlledParts[part] = nil
		end
	end
end)

-- Initialize by forcing all anchored parts in workspace
for _, part in pairs(Workspace:GetDescendants()) do
	forcePart(part)
end

-- Automatically force new parts added to workspace
Workspace.DescendantAdded:Connect(function(part)
	forcePart(part)
end)

-- UI Button to toggle effect
local blackHoleActive = true
local Players = game:GetService("Players")
local LocalPlayer = Players.LocalPlayer

local screenGui = Instance.new("ScreenGui")
screenGui.Name = "BlackHoleControlGUI"
screenGui.Parent = LocalPlayer:WaitForChild("PlayerGui")

local button = Instance.new("TextButton")
button.Name = "ToggleBlackHoleButton"
button.Size = UDim2.new(0, 200, 0, 50)
button.Position = UDim2.new(0.5, -100, 0, 100)
button.Text = "Disable Black Hole"
button.Parent = screenGui

button.MouseButton1Click:Connect(function()
	blackHoleActive = not blackHoleActive
	
	if blackHoleActive then
		button.Text = "Disable Black Hole"
		for _, part in pairs(Workspace:GetDescendants()) do
			forcePart(part)
		end
	else
		button.Text = "Enable Black Hole"
		-- Remove all constraints and clear controlledParts
		for part, _ in pairs(controlledParts) do
			if part and part.Parent then
				for _, child in pairs(part:GetChildren()) do
					if child:IsA("Torque") or child:IsA("AlignPosition") or child:IsA("Attachment") then
						child:Destroy()
					end
				end
				part.CanCollide = true
			end
		end
		controlledParts = {}
	end
end)

Features & Information

Bring Anchored parts

Community Comments (1)

HaiderHaiderJul 22, 2025

Better to make it closed source.

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