FE fling  control script
Key RequiredUniversal

FE fling control script

Universal Scriptgentgent 11.8K views 1K executesUpdated Jun 7, 2025
5.0/ 5(2 votes)
20100% Positive
Lua Script•160 lines (6191 chars)
local UserInputService = game:GetService("UserInputService")
local Players = game:GetService("Players")
local StarterGui = game:GetService("StarterGui")

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

local E_FLING_FORCE = 70
local E_UPWARD_FORCE = 50
local E_FLING_DURATION = 0.4
local E_SPIN_SPEED = 60

local F_FLING_FORCE = 100
local F_FLING_DURATION = 0.35
local F_SPIN_SPEED = 50

local Q_FLING_FORCE = 60
local Q_UPWARD_FORCE = 40
local Q_FLING_DURATION = 0.45
local Q_SPIN_SPEED = 45

local R_FLING_FORCE = 50
local R_UPWARD_FORCE = 80
local R_FLING_DURATION = 0.5
local R_SPIN_SPEED = 70

local function createGui()
    local screenGui = Instance.new("ScreenGui")
    screenGui.Parent = player.PlayerGui
    screenGui.ResetOnSpawn = false

    local frame = Instance.new("Frame")
    frame.Size = UDim2.new(0, 200, 0, 150)
    frame.Position = UDim2.new(0, 10, 0, 10)
    frame.BackgroundTransparency = 0.5
    frame.BackgroundColor3 = Color3.new(0, 0, 0)
    frame.Parent = screenGui

    local function createLabel(text, yPos)
        local label = Instance.new("TextLabel")
        label.Size = UDim2.new(1, 0, 0, 30)
        label.Position = UDim2.new(0, 0, 0, yPos)
        label.BackgroundTransparency = 1
        label.TextColor3 = Color3.new(1, 1, 1)
        label.Text = text
        label.TextSize = 16
        label.Font = Enum.Font.SourceSansBold
        label.Parent = frame
    end

    createLabel("E: main fling", 0)
    createLabel("F: super fling", 30)
    createLabel("Q: left fling", 60)
    createLabel("R: up fling", 90)
end

local function flingPlayerE()
    if humanoid.Health > 0 then
        local forwardDirection = humanoidRootPart.CFrame.LookVector
        local bodyVelocity = Instance.new("BodyVelocity")
        bodyVelocity.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
        bodyVelocity.Velocity = (forwardDirection * E_FLING_FORCE) + Vector3.new(0, E_UPWARD_FORCE, 0)
        bodyVelocity.Parent = humanoidRootPart
        
        local bodyAngularVelocity = Instance.new("BodyAngularVelocity")
        bodyAngularVelocity.MaxTorque = Vector3.new(math.huge, math.huge, math.huge)
        bodyAngularVelocity.AngularVelocity = Vector3.new(
            math.random(-E_SPIN_SPEED, E_SPIN_SPEED),
            math.random(-E_SPIN_SPEED, E_SPIN_SPEED),
            math.random(-E_SPIN_SPEED, E_SPIN_SPEED)
        )
        bodyAngularVelocity.Parent = humanoidRootPart
        
        game:GetService("Debris"):AddItem(bodyVelocity, E_FLING_DURATION)
        game:GetService("Debris"):AddItem(bodyAngularVelocity, E_FLING_DURATION)
    end
end

local function flingPlayerF()
    if humanoid.Health > 0 then
        local forwardDirection = humanoidRootPart.CFrame.LookVector
        local bodyVelocity = Instance.new("BodyVelocity")
        bodyVelocity.MaxForce = Vector3.new(math.huge, 0, math.huge)
        bodyVelocity.Velocity = forwardDirection * F_FLING_FORCE
        bodyVelocity.Parent = humanoidRootPart
        
        local bodyAngularVelocity = Instance.new("BodyAngularVelocity")
        bodyAngularVelocity.MaxTorque = Vector3.new(math.huge, 0, 0)
        bodyAngularVelocity.AngularVelocity = Vector3.new(F_SPIN_SPEED, 0, 0)
        bodyAngularVelocity.Parent = humanoidRootPart
        
        game:GetService("Debris"):AddItem(bodyVelocity, F_FLING_DURATION)
        game:GetService("Debris"):AddItem(bodyAngularVelocity, F_FLING_DURATION)
    end
end

local function flingPlayerQ()
    if humanoid.Health > 0 then
        local leftDirection = -humanoidRootPart.CFrame.RightVector
        local bodyVelocity = Instance.new("BodyVelocity")
        bodyVelocity.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
        bodyVelocity.Velocity = (leftDirection * Q_FLING_FORCE) + Vector3.new(0, Q_UPWARD_FORCE, 0)
        bodyVelocity.Parent = humanoidRootPart
        
        local bodyAngularVelocity = Instance.new("BodyAngularVelocity")
        bodyAngularVelocity.MaxTorque = Vector3.new(0, 0, math.huge)
        bodyAngularVelocity.AngularVelocity = Vector3.new(0, 0, Q_SPIN_SPEED)
        bodyAngularVelocity.Parent = humanoidRootPart
        
        game:GetService("Debris"):AddItem(bodyVelocity, Q_FLING_DURATION)
        game:GetService("Debris"):AddItem(bodyAngularVelocity, Q_FLING_DURATION)
    end
end

local function flingPlayerR()
    if humanoid.Health > 0 then
        local forwardDirection = humanoidRootPart.CFrame.LookVector
        local bodyVelocity = Instance.new("BodyVelocity")
        bodyVelocity.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
        bodyVelocity.Velocity = (forwardDirection * R_FLING_FORCE) + Vector3.new(0, R_UPWARD_FORCE, 0)
        bodyVelocity.Parent = humanoidRootPart
        
        local bodyAngularVelocity = Instance.new("BodyAngularVelocity")
        bodyAngularVelocity.MaxTorque = Vector3.new(math.huge, math.huge, math.huge)
        bodyAngularVelocity.AngularVelocity = Vector3.new(
            math.random(-R_SPIN_SPEED, R_SPIN_SPEED),
            math.random(-R_SPIN_SPEED, R_SPIN_SPEED),
            math.random(-R_SPIN_SPEED, R_SPIN_SPEED)
        )
        bodyAngularVelocity.Parent = humanoidRootPart
        
        game:GetService("Debris"):AddItem(bodyVelocity, R_FLING_DURATION)
        game:GetService("Debris"):AddItem(bodyAngularVelocity, R_FLING_DURATION)
    end
end

createGui()

UserInputService.InputBegan:Connect(function(input, gameProcessedEvent)
    if not gameProcessedEvent then
        if input.KeyCode == Enum.KeyCode.E then
            flingPlayerE()
        elseif input.KeyCode == Enum.KeyCode.F then
            flingPlayerF()
        elseif input.KeyCode == Enum.KeyCode.Q then
            flingPlayerQ()
        elseif input.KeyCode == Enum.KeyCode.R then
            flingPlayerR()
        end
    end
end)

player.CharacterAdded:Connect(function(newCharacter)
    character = newCharacter
    humanoidRootPart = character:WaitForChild("HumanoidRootPart")
    humanoid = character:WaitForChild("Humanoid")
    createGui()
end)

Features & Information

(DOESNT SUPPORT MOBILE) fling urself keybinds are in gui
#fling#fly#universal#troll#fe

Community Comments (14)

Unemplo*Unemplo*Jun 7, 2025

sigma script

zxcvzxcvJun 7, 2025

employee

mid script, just do the fling command in inf yeild

nvm, but super fling doesnt work. and where is the right fling button? @gent

gentgentJun 7, 2025(edited)

@xxstarbucksloverxx3 firstly please try the script before calling it mid, second super fling DOES work so either ur executor is a[ss] or ur using it wrong, and finally why dont you add it if ur the big script genius

@gent first of all, i tried the script first before adding the comment Genius. second super fling doesn't seem very super to me, its just wasting space. and last of all, it's your script, when i see a mistake i spell it out. why in the first place would you add up and left directions, if you weren't going to add the right direction? are you a lazy bum or just a idiot that doesn't know directions? try harder next time bub

dont upload unfinished projects next time, if you dont expect people to question why its not finished

gentgentJun 7, 2025(edited)

@xxstarbucksloverxx3 first of all, you OBVIOUSLY didnt because when did infinite yeild add this? Secondly, why would i make a fling that just sends you to the nozone, the point of this script is just to fly around and do whatever. Thirdly, just turn ur chartacter and do side fling. also in what cir*stance do you need to fling right just turn and use literally any fling :sob: . Fourthly, this took 2 seconds so i dont see the point of calling it a project. The core of the script is done not every script has to be a godly universal infinite yeild fe troll gui or whatever

@gent are you a idiot? i meant the fling command in inf yield.. that ya know? flings you? secondly you must be special, when did i want the script to send you to the glitch zone? i was pointing out the super fling is almost the exact same as the normal fling. thirdly why would i do that when you could just add the right fling? and you yourself pointed out how useless this script really is. so idk why your arguing about one of the most useless scripts. don't upload something if your not going to expect someone to respond :sob:. and lasty, wtf was the point of super fling??? could've been the right fling section: skull: don't be a idiot next time bucko

@gent dont try to be sherlock Holmes next time, if your not even going to know what your typing about

gentgentJun 7, 2025

@xxstarbucksloverxx3 im not even contuing this argument its way too stupid

@gent just as stupid as not including the right fling option, but i agree with you. so ill stop replying now

gentgentJun 8, 2025

@V0C0N when the fudge did infinite yeild include this

RupertGamingBoy1RupertGamingBoy1May 13, 2026

@gent, can you make the right fling? Also make the down fling. It was so good that I beat an obby so quickly tysm it's not bad also fix super fling next time or tomorrow your's are script is so good

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