Electrodynamics Fly Ui
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Electrodynamics Fly Ui

Universal Scriptvictor9152011victor9152011 1.7K views 1.3K executesUpdated Jul 6, 2026
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Lua Script•189 lines (6423 chars)
-- LocalScript inside ScreenGui
local Players = game:Service("Players")
local UserInputService = game:Service("UserInputService")
local ReplicatedStorage = game:Service("ReplicatedStorage")

local player = Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local mouse = player:GetMouse()

local mainFrame = script.Parent.MainFrame -- Adjust path to your frame
local toggleButton = mainFrame.ToggleButton
local statusLabel = mainFrame.StatusLabel

local flying = false
-- Make sure to create a RemoteEvent named "ToggleFlightEvent" in ReplicatedStorage
local toggleFlightEvent = ReplicatedStorage:WaitForChild("ToggleFlightEvent") 

local function updateUI()
	if flying then
		statusLabel.Text = "SYSTEM: ACTIVE"
		statusLabel.TextColor3 = Color3.fromRGB(0, 255, 255) -- Cyan glow
		toggleButton.Text = "DISABLE"
	else
		statusLabel.Text = "SYSTEM: STANDBY"
		statusLabel.TextColor3 = Color3.fromRGB(255, 50, 50) -- Dim red
		toggleButton.Text = "ENGAGE"
	end
end

toggleButton.MouseButton1Click:Connect(function()
	flying = not flying
	updateUI()
	
	-- Tell the server to turn flight forces on/off
	toggleFlightEvent:FireServer(flying)
end)

-- Optional: Update UI speed display based on assembly linear velocity
local speedLabel = mainFrame:FindFirstChild("SpeedLabel")
if speedLabel then
	game:Service("RunService").RenderStepped:Connect(function()
		local root = character:FindFirstChild("HumanoidRootPart")
		if root and flying then
			local speed = math.floor(root.AssemblyLinearVelocity.Magnitude)
			speedLabel.Text = "VELOCITY: " .. speed .. " ST/S"
		else
			speedLabel.Text = "VELOCITY: 0 ST/S"
		end
	end)
end
-- Script in ServerScriptService
local ReplicatedStorage = game:Service("ReplicatedStorage")
local toggleFlightEvent = Instance.new("RemoteEvent")
toggleFlightEvent.Name = "ToggleFlightEvent"
toggleFlightEvent.Parent = ReplicatedStorage

local FLIGHT_SPEED = 50

toggleFlightEvent.OnServerEvent:Connect(function(player, isFlying)
	local character = player.Character
	if not character then return end
	local root = character:FindFirstChild("HumanoidRootPart")
	local humanoid = character:FindFirstChildOfClass("Humanoid")
	if not root or not humanoid then return end

	if isFlying then
		-- Switch humanoid state so animations don't trip out
		humanoid:ChangeState(Enum.HumanoidStateType.Physics)
		
		-- Create physics forces for stable flight
		local attachment = root:FindFirstChild("FlightAttachment") or Instance.new("Attachment")
		attachment.Name = "FlightAttachment"
		attachment.Parent = root
		
		local linearVelocity = root:FindFirstChild("FlightVelocity") or Instance.new("LinearVelocity")
		linearVelocity.Name = "FlightVelocity"
		linearVelocity.Attachment0 = attachment
		-- Align force relative to the player's camera/look vector
		linearVelocity.RelativeTo = Enum.ActuatorRelativeTo.World
		linearVelocity.MaxForce = math.huge
		linearVelocity.VectorVelocity = Vector3.new(0, 0, 0)
		linearVelocity.Parent = root
		
		-- Loop to update flight direction based on where character faces
		task.spawn(function()
			while isFlying and root and root.Parent do
				-- basic hover movement or directional tracking
				local moveDirection = humanoid.MoveDirection
				if moveDirection.Magnitude > 0 then
					linearVelocity.VectorVelocity = moveDirection * FLIGHT_SPEED
				else
					linearVelocity.VectorVelocity = Vector3.new(0, 0, 0) -- Hover still
				end
				task.wait()
			end
		end)
	else
		-- Clean up forces when disabling
		if root:FindFirstChild("FlightVelocity") then
			root.FlightVelocity:Destroy()
		end
		if root:FindFirstChild("FlightAttachment") then
			root.FlightAttachment:Destroy()
		end
		humanoid:ChangeState(Enum.HumanoidStateType.GettingUp)
	end
end)
-- LocalScript inside Electrodynamics ScreenGui
local Players = game:Service("Players")
local RunService = game:Service("RunService")
local UserInputService = game:Service("UserInputService")

local player = Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local root = character:WaitForChild("HumanoidRootPart")
local humanoid = character:WaitForChild("Humanoid")

local mainFrame = script.Parent.MainFrame
local toggleButton = mainFrame.ToggleButton
local statusLabel = mainFrame.StatusLabel

local isFlying = false
local flySpeed = 70
local dsyncIntensity = 5000 -- Adjusts the velocity spikes for replication breakdown

-- Setup flight variables
local camera = workspace.CurrentCamera

toggleButton.MouseButton1Click:Connect(function()
	isFlying = not isFlying
	
	if isFlying then
		statusLabel.Text = "SYSTEM: ENGAGED [DSYNC]"
		statusLabel.TextColor3 = Color3.fromRGB(0, 255, 150) -- Volatile neon green
		toggleButton.Text = "TERMINATE"
		humanoid.PlatformStand = true
	else
		statusLabel.Text = "SYSTEM: STANDBY"
		statusLabel.TextColor3 = Color3.fromRGB(255, 50, 50)
		toggleButton.Text = "ENGAGE"
		humanoid.PlatformStand = false
		root.AssemblyLinearVelocity = Vector3.new(0, 0, 0)
	end
end)

-- Combined Flight & D-Sync Loop
RunService.RenderStepped:Connect(function()
	if not isFlying or not root then return end
	
	-- 1. Directional Flight Calculation
	local moveDirection = Vector3.new(0, 0, 0)
	
	if UserInputService:IsKeyDown(Enum.KeyCode.W) then
		moveDirection = moveDirection + camera.CFrame.LookVector
	end
	if UserInputService:IsKeyDown(Enum.KeyCode.S) then
		moveDirection = moveDirection - camera.CFrame.LookVector
	end
	if UserInputService:IsKeyDown(Enum.KeyCode.A) then
		moveDirection = moveDirection - camera.CFrame.RightVector
	end
	if UserInputService:IsKeyDown(Enum.KeyCode.D) then
		moveDirection = moveDirection + camera.CFrame.RightVector
	end
	
	-- Normalize movement vector
	if moveDirection.Magnitude > 0 then
		moveDirection = moveDirection.Unit
	end
	
	-- 2. Apply Flight Position Update
	root.CFrame = root.CFrame + (moveDirection * flySpeed * 0.016)
	
	-- 3. The D-Sync Injector
	-- Alternating massive velocities breaks physics interpolation on the server
	if tick() % 0.04 < 0.02 then
		root.AssemblyLinearVelocity = Vector3.new(dsyncIntensity, dsyncIntensity, dsyncIntensity)
	else
		root.AssemblyLinearVelocity = Vector3.new(-dsyncIntensity, -dsyncIntensity, -dsyncIntensity)
	end
end)

-- Track character resets
player.CharacterAdded:Connect(function(newChar)
	character = newChar
	root = newChar:WaitForChild("HumanoidRootPart")
	humanoid = newChar:WaitForChild("Humanoid")
	isFlying = false
end)

Features & Information

Flight and Desync
#Fly

Community Comments (3)

protolover21protolover21Jul 6, 2026

holy vibe code

nicktaknicktakJul 6, 2026

Holy gd reference(electrodynamix)

grayson3902grayson3902Jul 6, 2026

crashed

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