local UserInputService = game:GetService("UserInputService")
local Players = game:GetService("Players")
local player = Players.LocalPlayer
-- setup shits
local KEY_TO_CHECK = Enum.KeyCode.Two -- keybind
local TARGET_PART_NAME = "Main" -- no touchy
local TARGET_FORCE_NAME = "GravityAdjust" -- no touchy this too
local DENSITY_MULTIPLIER = 0.9 -- 0.9 = 10% faster car
print("boobs")
print("lol")
local function getSeat()
local character = player.Character
if character and character:FindFirstChild("Humanoid") then
return character.Humanoid.SeatPart
end
return nil
end
local function checkAndModify()
local seat = getSeat()
if seat then
local parentFolder = seat.Parent
if parentFolder and parentFolder:IsA("Folder") then
local model = parentFolder.Parent
if model and model:IsA("Model") then
local targetPart = model:FindFirstChild(TARGET_PART_NAME)
if targetPart and targetPart:IsA("BasePart") then
if targetPart.CustomPhysicalProperties then
local props = targetPart.CustomPhysicalProperties
local newDensity = props.Density * DENSITY_MULTIPLIER
targetPart.CustomPhysicalProperties = PhysicalProperties.new(
newDensity,
props.Friction,
props.Elasticity,
props.FrictionWeight,
props.ElasticityWeight
)
print("adjusted density shits for ", targetPart.Name, "to", newDensity)
-- Adjust BodyForce inversely (reduce instead of add)
local bodyForce = targetPart:FindFirstChild(TARGET_FORCE_NAME)
if bodyForce and bodyForce:IsA("BodyForce") then
bodyForce.Force = bodyForce.Force * DENSITY_MULTIPLIER
print("bodyforce shit reduced for ", targetPart.Name, "to", bodyForce.Force)
end
end
end
end
end
else
print("get a car brokie")
end
end
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if not gameProcessed and input.KeyCode == KEY_TO_CHECK then
checkAndModify()
end
end)