Roblox Fling Scripts (Working)

It has been established that Roblox is a multiplayer online platform where users go to play games made by other players, who can easily pass for game developers or programmers.

The platform ensures that users have access to a vast array of options, one of which is a set of tools for developing virtual environments.

Once these games are released and players have access to them, it is expected that some players will have difficulties with some of the quests that are inherent in these games and will need some help to progress to the next stage.

For instance, gamers can have trouble beating a boss alongside other in-game resources. Therefore, they will have no choice but to rely on scripts that work to enhance their chances of coming out tops in these games.

Regardless, in this article, we have come up with a solution in terms of reliable working scripts.

Therefore, this article is for you if you are looking for a trustworthy and operational script that will assist you in flinging a character in any Roblox game. Find below the reliable Roblox Fling scripts that you can leverage.

READ: Free Coins For Solitaire Grand Harvest

Roblox Fling Script

Script 1 – GUI & Mobile Script

loadstring(game:HttpGet('https://pastebin.com/raw/r97d7dS0', true))()

Script 2

loadstring(game:HttpGet('https://pastebin.com/raw/fj5VwQtC'))()

Script 3

--[[ Settings ]]
local DefaultReachLimit = 33
local IncreasedReachDistance = 100
local PowerTable = {
["BombMissile"] = 1200,
["Others"] = 600,
["Players"] = 1600,
}

--[[ Variables ]]
local PS = game:GetService("Players")
local Player = PS.LocalPlayer
local Character = Player.Character or Player.CharacterAdded:Wait()
local RS = game:GetService("ReplicatedStorage")
local CE = RS:WaitForChild("CharacterEvents")
local BeingHeld = Player:WaitForChild("IsHeld")
local PlayerScripts = Player:WaitForChild("PlayerScripts")

--[[ Remotes ]]
local StruggleEvent = CE:WaitForChild("Struggle")

--[[ Anti-Explosion ]]
workspace.DescendantAdded:Connect(function(v)
if v:IsA("Explosion") then
v.BlastPressure = 0
end
end)

--[[ Anti-grab ]]
local RS = game:GetService("RunService")
BeingHeld.Changed:Connect(function(C)
if C == true then
if BeingHeld.Value == true then
local Event;
Event = RS.RenderStepped:Connect(function()
if BeingHeld.Value == true then
StruggleEvent:FireServer(Player)
elseif BeingHeld.Value == false then
Event:Disconnect()
end
end)
end
end
end)

local Counter = 0
function DoubleCounter(Passed)
if Passed == "Add" then
Counter = Counter + 1
elseif Passed == "Check" then
return Counter
elseif Passed == "Reset" then
Counter = 0
end
end

function Reconnect()
--[[ Local variables ]]
local Character = Player.Character or Player.CharacterAdded:Wait()
local Humanoid = Character:FindFirstChildWhichIsA("Humanoid") or Character:WaitForChild("Humanoid")
local HumanoidRootPart = Character:WaitForChild("HumanoidRootPart")
local GS = Character:WaitForChild("GrabbingScript")

HumanoidRootPart:WaitForChild("FirePlayerPart"):Remove()

local Held = Player:WaitForChild("IsHeld")
local Connections = getconnections(Held.Changed)
for i,v in pairs (Connections) do
if v.Function then
local Script = getfenv(v.Function).script
if Script == Character:WaitForChild("HumanoidStateTypeByGettingFlung") then
v:Disable()
end
end
end

Humanoid.Changed:Connect(function(C)
if C == "Sit" and Humanoid.Sit == true then
if Humanoid.SeatPart ~= nil and tostring(Humanoid.SeatPart.Parent) == "CreatureBlobman" then
elseif Humanoid.SeatPart == nil then
Humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, true)
Humanoid.Sit = false
end
end
end)

repeat wait()
for Num,Func in pairs(debug.getregistry()) do
if type(Func) == "function" and not is_synapse_function(Func) and islclosure(Func) then
local Values = debug.getupvalues(Func)
local Constants = getconstants(Func)

for a,b in pairs(Values) do
--[[ Reach ]]
if type(b) == "number" and b == 20 then
debug.setupvalue(Func, a, DefaultReachLimit)
DoubleCounter("Add")
end
end

if table.find(Constants, "make") and debug.getinfo(Func).name == "grab" then
for a,b in pairs (Constants) do
--[[ Makes it so even when you die you can still fling others ]]
if b == "Health" then
setconstant(Func, a, "JumpPower")
DoubleCounter("Add")
end
end
end

end
end
until DoubleCounter("Check") == 2
DoubleCounter("Reset")

end

Player.CharacterAdded:Connect(function()
Reconnect()
end)
Reconnect()

function ChangeThrow(Number)
--[[ Variables ]]
Character = Player.Character or Player.CharacterAdded:Wait()
local GS = Character:WaitForChild("GrabbingScript")

for i,v in pairs(getreg()) do
if type(v) == "function" then
local Script = getfenv(v).script
if Script == GS and tostring(debug.getinfo(v).name) == "throw" then
local Debug = debug.getconstants(v)
for cn,cv in pairs (Debug) do
if cn == 22 then
debug.setconstant(v, cn, Number)
end
if cn == 24 then
debug.setconstant(v, cn, Number)
end
end
end
end
end
end

function InstanceCheck(Instance)
local NotInPlayer = false
for _,v in pairs (PS:GetPlayers()) do
if v.Character then
if v.Character:FindFirstChild(Instance.Name) then
NotInPlayer = true
break
end
end
end
return NotInPlayer
end

function Reach(Number)
for Num,Func in pairs(getreg()) do
if type(Func) == "function" and islclosure(Func) and not is_synapse_function(Func) then
local Constants = getconstants(Func)
local Values = getupvalues(Func)
if table.find(Constants, "make") and debug.getinfo(Func).name == "grab" then
for c,d in pairs (Values) do
if c == 17 then
setupvalue(Func,c, Number)
end
end
break
end
end
end
end

local OldNameCall;
OldNameCall = hookmetamethod(game, "__namecall", function(...)
local NameCallMethod = getnamecallmethod()
local Args = {...}
local Self = Args[1]

if not checkcaller() and NameCallMethod == "FireServer" and tostring(Self.Name) == "Beam" then
if tostring(Args[2]) == "make" then
Reach(IncreasedReachDistance)
local Instance = Args[3]

if InstanceCheck(Instance) == false then
if PowerTable[Instance.Parent.Name] then
local Power = PowerTable[Instance.Parent.Name]
ChangeThrow(Power)
elseif PowerTable[Instance.Parent.Name] == nil then
local OtherPower = PowerTable["Others"]
ChangeThrow(OtherPower)
end
end

if InstanceCheck(Instance) == true then
local PlayerPower = PowerTable["Players"]
ChangeThrow(PlayerPower)
end

return;
elseif tostring(Args[2]) == "destroy" then
Reach(DefaultReachLimit)
end
return OldNameCall(...)
end

return OldNameCall(...)
end)

Script 4

READ: Street Soccer Script

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