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 for i,v in pairs(game.Workspace.Items: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 charcframe = LocalPlayer.Character:FindFirstChild("HumanoidRootPart").CFrame 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 = charcframe:PointToWorldSpace(Vector3.new(math.random(0, 20), math.random(0, 20), math.random(0, 20))) end wait(0.5) until LocalPlayer.Character:FindFirstChild("Humanoid").Health <= 0 for _, mover in pairs(movers) do mover:Destroy() end