-- Script generated by SimpleSpy - credits to exx#9394
for i,v in pairs(game.Workspace.Employees:GetDescendants()) do
local args = {
[1] = v,
[2] = game:GetService("Players").LocalPlayer
}
game:GetService("ReplicatedStorage").Events.Network.SetNetworkOwnership:FireServer(unpack(args))
end
for i,v in pairs(game.Workspace.NPCs:GetDescendants()) do
local args = {
[1] = v,
[2] = game:GetService("Players").LocalPlayer
}
game:GetService("ReplicatedStorage").Events.Network.SetNetworkOwnership:FireServer(unpack(args))
end
--[[ FE Unanchored Parts Follow
Script made by Cyclically | Credits to dhruvil123 for a few parts of the script
also credits to "Discordgotbanned" in discord for giving me motivation to fix this script
https://v3rmillion.net/member.php?action=profile&uid=785986
Don't edit script unless you know what you're doing. If you wanna add this into a script
the floating unanchored parts around u will stop floating when a player is near but it will come back when they get far away again, this is due roblox's gay ass networkownershit
]]
local LocalPlayer = game:GetService("Players").LocalPlayer
local thepos = LocalPlayer.Character:FindFirstChild("HumanoidRootPart").CFrame:PointToWorldSpace(Vector3.new(0, 0, 0))
local unanchoredparts = {}
local movers = {}
for index, part in pairs(workspace:GetDescendants()) do
if part:IsA("Part") and part.Anchored == false and part:IsDescendantOf(LocalPlayer.Character) == false then
table.insert(unanchoredparts, part)
part.Massless = true
part.CanCollide = false
if part:FindFirstChildOfClass("BodyPosition") ~= nil then
part:FindFirstChildOfClass("BodyPosition"):Destroy()
end
end
end
for index, part in pairs(unanchoredparts) do
local mover = Instance.new("BodyPosition", part)
table.insert(movers, mover)
mover.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
end
repeat
for index, mover in pairs(movers) do
mover.Position = thepos
end
wait(0.5)
until LocalPlayer.Character:FindFirstChild("Humanoid").Health <= 0
for _, mover in pairs(movers) do
mover:Destroy()
end