
Key RequiredUniversal

-- 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)



holy vibe code
Holy gd reference(electrodynamix)
crashed