
KeylessUniversal

local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local UIS = game:GetService("UserInputService")
local lp = Players.LocalPlayer
local mouse = lp:GetMouse()
local camera = workspace.CurrentCamera
-- 1. Create the Tool
local tool = Instance.new("Tool")
tool.Name = "Telekinesis"
tool.RequiresHandle = false
tool.Parent = lp.Backpack
-- 2. Settings
local targetPart = nil
local att0, att1, ap, ao = nil, nil, nil, nil
local currentDistance = 20
local throwPower = 1000
-- 3. Cleanup Function
local function release()
if att0 then att0:Destroy() att0 = nil end
if att1 then att1:Destroy() att1 = nil end
if ap then ap:Destroy() ap = nil end
if ao then ao:Destroy() ao = nil end
targetPart = nil
end
tool.Deactivated:Connect(release)
tool.Activated:Connect(function()
local target = mouse.Target
if target and not target.Anchored and not target:IsDescendantOf(lp.Character) then
targetPart = target
-- Calculate initial distance based on where the part is right now
currentDistance = (camera.CFrame.Position - target.Position).Magnitude
-- Create Modern Physics Constraints
att0 = Instance.new("Attachment", targetPart)
att1 = Instance.new("Attachment", workspace.Terrain)
ap = Instance.new("AlignPosition", targetPart)
ap.Attachment0 = att0
ap.Attachment1 = att1
ap.MaxForce = math.huge
ap.Responsiveness = 200
ao = Instance.new("AlignOrientation", targetPart)
ao.Attachment0 = att0
ao.Attachment1 = att1
ao.MaxTorque = math.huge
ao.Responsiveness = 200
-- Stable Cursor Tracking
local loop
loop = RunService.RenderStepped:Connect(function()
if targetPart and att1 then
-- This math ensures the part stays on the 3D line created by your mouse
local ray = mouse.UnitRay
local targetPos = ray.Origin + (ray.Direction * currentDistance)
att1.Position = targetPos
-- This keeps the part's rotation stable relative to the world
att1.WorldOrientation = targetPart.Orientation
else
loop:Disconnect()
end
end)
end
end)
-- 4. Controls (R = Closer, T = Farther, Y = Throw)
UIS.InputBegan:Connect(function(input, gameProcessed)
if gameProcessed or not targetPart then return end
if input.KeyCode == Enum.KeyCode.R then
currentDistance = math.max(currentDistance - 5, 5)
elseif input.KeyCode == Enum.KeyCode.T then
currentDistance = currentDistance + 10
elseif input.KeyCode == Enum.KeyCode.Y then
-- Throws exactly where the mouse is pointing
local throwDir = mouse.UnitRay.Direction
local savedPart = targetPart
release()
savedPart.AssemblyLinearVelocity = throwDir * throwPower
end
end)
print("Telekinesis Loaded. Hold Click to grab, R/T to adjust distance, Y to throw.")No comments yet for this script.

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