JIT
customize your thrust pad script with flexible attributes
this code. local TweenService = game:GetService("TweenService") local Players = game:GetService("Players") local Debris = game:GetService("Debris") -- Configuration local ThrustForce = 125 -- how hard to push forward local VerticalForce = 25 -- how hard to push up local RotationAngle = 50 -- degrees to pitch the pad forward local RotateTime = 0.1 -- how fast the pad rotates down local RestoreTime = 0.5 -- how long to snap back local DebounceTime = 0.5 local SoundTemplate = script:WaitForChild("LaunchSound") -- Assume this script lives under a folder of pads local thrustPadsFolder = script.Parent local function setupPad(pad) local lastUse = 0 pad.Touched:Connect(function(hit) local now = tick() if now - lastUse < DebounceTime then return end local character = hit.Parent local player = Players:GetPlayerFromCharacter(character) local hrp = character and character:FindFirstChild("HumanoidRootPart") if not (player and hrp) then return end -- only pads marked with the ThrustPad attribute if not pad:GetAttribute("ThrustPad") then return end lastUse = now -- 1) Launch the player forward and upward local forwardVel = pad.CFrame.LookVector * ThrustForce local upwardVel = Vector3.new(0, VerticalForce, 0) local finalVel = Vector3.new(forwardVel.X, upwardVel.Y, forwardVel.Z) local bv = Instance.new("BodyVelocity") bv.Velocity = finalVel bv.MaxForce = Vector3.new(1e5, 1e5, 1e5) -- allow upward force bv.P = 1250 bv.Parent = hrp Debris:AddItem(bv, 0.5) -- 2) Play the launch sound local sound = SoundTemplate:Clone() sound.Parent = pad sound:Play() Debris:AddItem(sound, sound.TimeLength) -- 3) Rotate the pad forward then restore local originalCF = pad.CFrame local pitchCF = CFrame.Angles(math.rad(-RotationAngle), 0, 0) local targetCF = originalCF * pitchCF local rotateTween = TweenService:Create(pad, TweenInfo.new(RotateTime, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), { CFrame = targetCF }) local restoreTween = TweenService:Create(pad, TweenInfo.new(RestoreTime, Enum.EasingStyle.Elastic, Enum.EasingDirection.Out), { CFrame = originalCF }) rotateTween:Play() rotateTween.Completed:Wait() restoreTween:Play() end) end -- Initialize existing pads for _, pad in ipairs(thrustPadsFolder:GetDescendants()) do if pad:IsA("BasePart") and pad:GetAttribute("ThrustPad") then setupPad(pad) end end -- Handle new pads being added at runtime thrustPadsFolder.DescendantAdded:Connect(function(desc) if desc:IsA("BasePart") and desc:GetAttribute("ThrustPad") then setupPad(desc) end end) rename it Hazard script. make it that all most of the options can be changed by Attribute. like if it flings or not you can change the fling power or set it to be random with the set fling power. like if it has debounce or not. like if it has a damage type. (fire, ice, posion) and set the damage type. check if it should stun or not and you can set the stun. if it is a heavy stun that doesnt make you move or a light stun that can make you slightly move. pretty much anything.
Updated files
v1
this code. --[[ HazardScript.lua Attribute-driven hazard pad script for Roblox. Supports: Fling, randomization, debounce, damage types, stun types, and more. Place this script under a folder containing hazard pads (BaseParts). Each pad should have relevant attributes set for custom behavior. ]] local TweenService = game:GetService("TweenService") local Players = game:GetService("Players") local Debris = game:GetService("Debris") -- Default configuration (used if attribute is missing) local DEFAULTS = { FlingEnabled = true, FlingPower = 125, FlingVertical = 25, FlingRandom = false, FlingRandomMin = 80, FlingRandomMax = 180, RotationAngle = 50, RotateTime = 0.1, RestoreTime = 0.5, DebounceEnabled = true, DebounceTime = 0.5, DamageEnabled = false, DamageType = "none", -- "fire", "ice", "poison", "none" DamageAmount = 10, StunEnabled = false, StunType = "none", -- "none", "light", "heavy" StunTime = 1.5, SoundTemplateName = "LaunchSound" } -- Helper: Get attribute or fallback to default local function getAttr(pad, attr, default) local val = pad:GetAttribute(attr) if val == nil then return default end return val end -- Helper: Apply damage to a character local function applyDamage(character, amount, dtype) local humanoid = character:FindFirstChildOfClass("Humanoid") if not humanoid then return end humanoid:TakeDamage(amount) -- Optionally, apply status effect (visuals, etc.) if dtype == "fire" then -- Example: Add fire effect if not character:FindFirstChild("HazardFire") then local fire = Instance.new("Fire") fire.Name = "HazardFire" fire.Heat = 10 fire.Size = 5 fire.Parent = character:FindFirstChild("HumanoidRootPart") or character Debris:AddItem(fire, 2) end elseif dtype == "ice" then -- Example: Add ice effect (blue tint) local hrp = character:FindFirstChild("HumanoidRootPart") if hrp and not hrp:FindFirstChild("HazardIce") then local ice = Instance.new("ParticleEmitter") ice.Name = "HazardIce" ice.Texture = "rbxassetid://284205403" -- Example ice texture ice.Color = ColorSequence.new(Color3.fromRGB(150, 200, 255)) ice.Lifetime = NumberRange.new(0.5) ice.Rate = 20 ice.Parent = hrp Debris:AddItem(ice, 1) end elseif dtype == "poison" then -- Example: Add poison effect (green particles) local hrp = character:FindFirstChild("HumanoidRootPart") if hrp and not hrp:FindFirstChild("HazardPoison") then local poison = Instance.new("ParticleEmitter") poison.Name = "HazardPoison" poison.Texture = "rbxassetid://248625108" -- Example poison texture poison.Color = ColorSequence.new(Color3.fromRGB(80, 255, 80)) poison.Lifetime = NumberRange.new(0.5) poison.Rate = 20 poison.Parent = hrp Debris:AddItem(poison, 1) end end end -- Helper: Apply stun to a character local function applyStun(character, stunType, stunTime) local humanoid = character:FindFirstChildOfClass("Humanoid") if not humanoid then return end if stunType == "heavy" then -- Heavy stun: Set walkspeed/jump to 0, anchor HRP local hrp = character:FindFirstChild("HumanoidRootPart") if hrp then hrp.Anchored = true Debris:AddItem(hrp, stunTime) task.delay(stunTime, function() if hrp then hrp.Anchored = false end end) end humanoid.WalkSpeed = 0 humanoid.JumpPower = 0 task.delay(stunTime, function() if humanoid then humanoid.WalkSpeed = 16 humanoid.JumpPower = 50 end end) elseif stunType == "light" then -- Light stun: Reduce walkspeed/jump, allow movement local origSpeed = humanoid.WalkSpeed local origJump = humanoid.JumpPower humanoid.WalkSpeed = math.max(4, origSpeed * 0.3) humanoid.JumpPower = math.max(10, origJump * 0.3) task.delay(stunTime, function() if humanoid then humanoid.WalkSpeed = origSpeed humanoid.JumpPower = origJump end end) end end -- Main pad setup local function setupPad(pad) local lastUse = 0 pad.Touched:Connect(function(hit) local now = tick() local debounceEnabled = getAttr(pad, "DebounceEnabled", DEFAULTS.DebounceEnabled) local debounceTime = getAttr(pad, "DebounceTime", DEFAULTS.DebounceTime) if debounceEnabled and (now - lastUse < debounceTime) then return end local character = hit.Parent local player = Players:GetPlayerFromCharacter(character) local hrp = character and character:FindFirstChild("HumanoidRootPart") if not (player and hrp) then return end -- Only pads marked as HazardPad if not pad:GetAttribute("HazardPad") then return end lastUse = now -- Fling logic local flingEnabled = getAttr(pad, "FlingEnabled", DEFAULTS.FlingEnabled) if flingEnabled then local flingRandom = getAttr(pad, "FlingRandom", DEFAULTS.FlingRandom) local flingPower = getAttr(pad, "FlingPower", DEFAULTS.FlingPower) local flingVertical = getAttr(pad, "FlingVertical", DEFAULTS.FlingVertical) if flingRandom then local min = getAttr(pad, "FlingRandomMin", DEFAULTS.FlingRandomMin) local max = getAttr(pad, "FlingRandomMax", DEFAULTS.FlingRandomMax) flingPower = math.random(min, max) end local forwardVel = pad.CFrame.LookVector * flingPower local upwardVel = Vector3.new(0, flingVertical, 0) local finalVel = Vector3.new(forwardVel.X, upwardVel.Y, forwardVel.Z) local bv = Instance.new("BodyVelocity") bv.Velocity = finalVel bv.MaxForce = Vector3.new(1e5, 1e5, 1e5) bv.P = 1250 bv.Parent = hrp Debris:AddItem(bv, 0.5) end -- Play sound if present local soundName = getAttr(pad, "SoundTemplateName", DEFAULTS.SoundTemplateName) local soundTemplate = script:FindFirstChild(soundName) if soundTemplate and soundTemplate:IsA("Sound") then local sound = soundTemplate:Clone() sound.Parent = pad sound:Play() Debris:AddItem(sound, sound.TimeLength) end -- Rotate pad if desired local rotationAngle = getAttr(pad, "RotationAngle", DEFAULTS.RotationAngle) local rotateTime = getAttr(pad, "RotateTime", DEFAULTS.RotateTime) local restoreTime = getAttr(pad, "RestoreTime", DEFAULTS.RestoreTime) if rotationAngle ~= 0 then local originalCF = pad.CFrame local pitchCF = CFrame.Angles(math.rad(-rotationAngle), 0, 0) local targetCF = originalCF * pitchCF local rotateTween = TweenService:Create(pad, TweenInfo.new(rotateTime, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), { CFrame = targetCF }) local restoreTween = TweenService:Create(pad, TweenInfo.new(restoreTime, Enum.EasingStyle.Elastic, Enum.EasingDirection.Out), { CFrame = originalCF }) rotateTween:Play() rotateTween.Completed:Wait() restoreTween:Play() end -- Damage logic local damageEnabled = getAttr(pad, "DamageEnabled", DEFAULTS.DamageEnabled) if damageEnabled then local damageType = string.lower(getAttr(pad, "DamageType", DEFAULTS.DamageType)) local damageAmount = getAttr(pad, "DamageAmount", DEFAULTS.DamageAmount) applyDamage(character, damageAmount, damageType) end -- Stun logic local stunEnabled = getAttr(pad, "StunEnabled", DEFAULTS.StunEnabled) if stunEnabled then local stunType = string.lower(getAttr(pad, "StunType", DEFAULTS.StunType)) local stunTime = getAttr(pad, "StunTime", DEFAULTS.StunTime) if stunType == "light" or stunType == "heavy" then applyStun(character, stunType, stunTime) end end end) end -- Initialize existing pads local hazardPadsFolder = script.Parent for _, pad in ipairs(hazardPadsFolder:GetDescendants()) do if pad:IsA("BasePart") and pad:GetAttribute("HazardPad") then setupPad(pad) end end -- Handle new pads being added at runtime hazardPadsFolder.DescendantAdded:Connect(function(desc) if desc:IsA("BasePart") and desc:GetAttribute("HazardPad") then setupPad(desc) end end) --[[ === ATTRIBUTE REFERENCE === Set these attributes on each pad (BasePart) as needed: - HazardPad (bool) -- Must be true for pad to be active - FlingEnabled (bool) - FlingPower (number) - FlingVertical (number) - FlingRandom (bool) - FlingRandomMin (number) - FlingRandomMax (number) - RotationAngle (number) - RotateTime (number) - RestoreTime (number) - DebounceEnabled (bool) - DebounceTime (number) - DamageEnabled (bool) - DamageType (string) -- "fire", "ice", "poison", "none" - DamageAmount (number) - StunEnabled (bool) - StunType (string) -- "none", "light", "heavy" - StunTime (number) - SoundTemplateName (string) -- Name of Sound under this script Pads with no attribute set will use the default values above. ]] remove the rotation on touch stuff and make the code actually work.
Updated files
v2
make it that the fling is not based on front side. just use xyz attributes for it.
Updated files
v3
this code. local TweenService = game:GetService("TweenService") local Players = game:GetService("Players") local Debris = game:GetService("Debris") -- Configuration local ThrustForce = 125 -- how hard to push forward local VerticalForce = 25 -- how hard to push up local RotationAngle = 50 -- degrees to pitch the pad forward local RotateTime = 0.1 -- how fast the pad rotates down local RestoreTime = 0.5 -- how long to snap back local DebounceTime = 0.5 local SoundTemplate = script:WaitForChild("LaunchSound") -- Assume this script lives under a folder of pads local thrustPadsFolder = script.Parent local function setupPad(pad) local lastUse = 0 pad.Touched:Connect(function(hit) local now = tick() if now - lastUse < DebounceTime then return end local character = hit.Parent local player = Players:GetPlayerFromCharacter(character) local hrp = character and character:FindFirstChild("HumanoidRootPart") if not (player and hrp) then return end -- only pads marked with the ThrustPad attribute if not pad:GetAttribute("ThrustPad") then return end lastUse = now -- 1) Launch the player forward and upward local Vel = ThrustForce local upwardVel = Vector3.new(0, VerticalForce, 0) local finalVel = Vector3.new(Vel.X, upwardVel.Y, Vel.Z) local bv = Instance.new("BodyVelocity") bv.Velocity = finalVel bv.MaxForce = Vector3.new(1e5, 1e5, 1e5) -- allow upward force bv.P = 1250 bv.Parent = hrp Debris:AddItem(bv, 0.5) -- 2) Play the launch sound local sound = SoundTemplate:Clone() sound.Parent = pad sound:Play() Debris:AddItem(sound, sound.TimeLength) -- 3) Rotate the pad forward then restore local originalCF = pad.CFrame local pitchCF = CFrame.Angles(math.rad(-RotationAngle), 0, 0) local targetCF = originalCF * pitchCF local rotateTween = TweenService:Create(pad, TweenInfo.new(RotateTime, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), { CFrame = targetCF }) local restoreTween = TweenService:Create(pad, TweenInfo.new(RestoreTime, Enum.EasingStyle.Elastic, Enum.EasingDirection.Out), { CFrame = originalCF }) rotateTween:Play() rotateTween.Completed:Wait() restoreTween:Play() end) end -- Initialize existing pads for _, pad in ipairs(thrustPadsFolder:GetDescendants()) do if pad:IsA("BasePart") and pad:GetAttribute("ThrustPad") then setupPad(pad) end end -- Handle new pads being added at runtime thrustPadsFolder.DescendantAdded:Connect(function(desc) if desc:IsA("BasePart") and desc:GetAttribute("ThrustPad") then setupPad(desc) end end) make it not use the forward velocity but it's own velocity. make the soundtemplate play from the player. make it that there is a health drainer which is applied to fire and poison. (add in lifetime too to the health drainer. make it that the effect stays as long as the health drain which is optional.) make it that if hit by ice then make them half of speed. add in duration as well.
Updated files
v4
bring back the other attributes.
Updated files
v5
modified the code. --[[ HazardScript.lua Attribute-driven hazard pad script for Roblox. Supports: Fling (with XYZ vector), randomization, debounce, damage types, stun types, and more. Place this script under a folder containing hazard pads (BaseParts). Each pad should have relevant attributes set for custom behavior. Fling is now based on XYZ attributes, not pad orientation. ]] local Players = game:GetService("Players") local Debris = game:GetService("Debris") -- Default configuration (used if attribute is missing) local DEFAULTS = { FlingEnabled = true, FlingX = 0, FlingY = 25, FlingZ = 125, FlingRandom = false, FlingRandomMinX = -50, FlingRandomMaxX = 50, FlingRandomMinY = 25, FlingRandomMaxY = 50, FlingRandomMinZ = 80, FlingRandomMaxZ = 180, DebounceEnabled = true, DebounceTime = 0.5, DamageEnabled = false, DamageType = "none", -- "fire", "ice", "poison", "none" DamageAmount = 10, StunEnabled = false, StunType = "none", -- "none", "light", "heavy" StunTime = 1.5, SoundTemplateName = "LaunchSound" } -- Helper: Get attribute or fallback to default local function getAttr(pad, attr, default) local val = pad:GetAttribute(attr) if val == nil then return default end return val end -- Helper: Apply damage to a character local function applyDamage(character, amount, dtype) local humanoid = character:FindFirstChildOfClass("Humanoid") if not humanoid then return end humanoid:TakeDamage(amount) -- Optionally, apply status effect (visuals, etc.) if dtype == "fire" then if not character:FindFirstChild("HazardFire") then local fire = Instance.new("Fire") fire.Name = "HazardFire" fire.Heat = 10 fire.Size = 5 fire.Parent = character:FindFirstChild("HumanoidRootPart") or character Debris:AddItem(fire, 2) end elseif dtype == "ice" then local hrp = character:FindFirstChild("HumanoidRootPart") if hrp and not hrp:FindFirstChild("HazardIce") then local ice = Instance.new("ParticleEmitter") ice.Name = "HazardIce" ice.Texture = "rbxassetid://284205403" ice.Color = ColorSequence.new(Color3.fromRGB(150, 200, 255)) ice.Lifetime = NumberRange.new(0.5) ice.Rate = 20 ice.Parent = hrp Debris:AddItem(ice, 1) end elseif dtype == "poison" then local hrp = character:FindFirstChild("HumanoidRootPart") if hrp and not hrp:FindFirstChild("HazardPoison") then local poison = Instance.new("ParticleEmitter") poison.Name = "HazardPoison" poison.Texture = "rbxassetid://248625108" poison.Color = ColorSequence.new(Color3.fromRGB(80, 255, 80)) poison.Lifetime = NumberRange.new(0.5) poison.Rate = 20 poison.Parent = hrp Debris:AddItem(poison, 1) end end end -- Helper: Apply stun to a character local function applyStun(character, stunType, stunTime) local humanoid = character:FindFirstChildOfClass("Humanoid") if not humanoid then return end if stunType == "heavy" then local hrp = character:FindFirstChild("HumanoidRootPart") if hrp then hrp.Anchored = true task.delay(stunTime, function() if hrp then hrp.Anchored = false end end) end humanoid.WalkSpeed = 0 humanoid.JumpPower = 0 task.delay(stunTime, function() if humanoid then humanoid.WalkSpeed = 16 humanoid.JumpPower = 50 end end) elseif stunType == "light" then local origSpeed = humanoid.WalkSpeed local origJump = humanoid.JumpPower humanoid.WalkSpeed = math.max(4, origSpeed * 0.3) humanoid.JumpPower = math.max(10, origJump * 0.3) task.delay(stunTime, function() if humanoid then humanoid.WalkSpeed = origSpeed humanoid.JumpPower = origJump end end) end end -- Main pad setup local function setupPad(pad) local lastUse = 0 pad.Touched:Connect(function(hit) local now = tick() local debounceEnabled = getAttr(pad, "DebounceEnabled", DEFAULTS.DebounceEnabled) local debounceTime = getAttr(pad, "DebounceTime", DEFAULTS.DebounceTime) if debounceEnabled and (now - lastUse < debounceTime) then return end local character = hit.Parent local player = Players:GetPlayerFromCharacter(character) local hrp = character and character:FindFirstChild("HumanoidRootPart") if not (player and hrp) then return end if not pad:GetAttribute("HazardPad") then return end lastUse = now -- Fling logic (XYZ) local flingEnabled = getAttr(pad, "FlingEnabled", DEFAULTS.FlingEnabled) if flingEnabled then local flingRandom = getAttr(pad, "FlingRandom", DEFAULTS.FlingRandom) local x, y, z if flingRandom then local minX = getAttr(pad, "FlingRandomMinX", DEFAULTS.FlingRandomMinX) local maxX = getAttr(pad, "FlingRandomMaxX", DEFAULTS.FlingRandomMaxX) local minY = getAttr(pad, "FlingRandomMinY", DEFAULTS.FlingRandomMinY) local maxY = getAttr(pad, "FlingRandomMaxY", DEFAULTS.FlingRandomMaxY) local minZ = getAttr(pad, "FlingRandomMinZ", DEFAULTS.FlingRandomMinZ) local maxZ = getAttr(pad, "FlingRandomMaxZ", DEFAULTS.FlingRandomMaxZ) x = math.random(minX, maxX) y = math.random(minY, maxY) z = math.random(minZ, maxZ) else x = getAttr(pad, "FlingX", DEFAULTS.FlingX) y = getAttr(pad, "FlingY", DEFAULTS.FlingY) z = getAttr(pad, "FlingZ", DEFAULTS.FlingZ) end local finalVel = Vector3.new(x, y, z) local bv = Instance.new("BodyVelocity") bv.Velocity = finalVel bv.MaxForce = Vector3.new(1e5, 1e5, 1e5) bv.P = 1250 bv.Parent = hrp Debris:AddItem(bv, 0.5) end -- Play sound if present local soundName = getAttr(pad, "SoundTemplateName", DEFAULTS.SoundTemplateName) local soundTemplate = script:FindFirstChild(soundName) if soundTemplate and soundTemplate:IsA("Sound") then local sound = soundTemplate:Clone() sound.Parent = pad sound:Play() Debris:AddItem(sound, sound.TimeLength) end -- Damage logic local damageEnabled = getAttr(pad, "DamageEnabled", DEFAULTS.DamageEnabled) if damageEnabled then local damageType = string.lower(getAttr(pad, "DamageType", DEFAULTS.DamageType)) local damageAmount = getAttr(pad, "DamageAmount", DEFAULTS.DamageAmount) applyDamage(character, damageAmount, damageType) end -- Stun logic local stunEnabled = getAttr(pad, "StunEnabled", DEFAULTS.StunEnabled) if stunEnabled then local stunType = string.lower(getAttr(pad, "StunType", DEFAULTS.StunType)) local stunTime = getAttr(pad, "StunTime", DEFAULTS.StunTime) if stunType == "light" or stunType == "heavy" then applyStun(character, stunType, stunTime) end end end) end -- Initialize existing pads local hazardPadsFolder = script.Parent for _, pad in ipairs(hazardPadsFolder:GetDescendants()) do if pad:IsA("BasePart") and pad:GetAttribute("HazardPad") then setupPad(pad) end end -- Handle new pads being added at runtime hazardPadsFolder.DescendantAdded:Connect(function(desc) if desc:IsA("BasePart") and desc:GetAttribute("HazardPad") then setupPad(desc) end end) --[[ === ATTRIBUTE REFERENCE === Set these attributes on each pad (BasePart) as needed: - HazardPad (bool) -- Must be true for pad to be active - FlingEnabled (bool) - FlingX (number) - FlingY (number) - FlingZ (number) - FlingRandom (bool) - FlingRandomMinX (number) - FlingRandomMaxX (number) - FlingRandomMinY (number) - FlingRandomMaxY (number) - FlingRandomMinZ (number) - FlingRandomMaxZ (number) - DebounceEnabled (bool) - DebounceTime (number) - DamageEnabled (bool) - DamageType (string) -- "fire", "ice", "poison", "none" - DamageAmount (number) - StunEnabled (bool) - StunType (string) -- "none", "light", "heavy" - StunTime (number) - SoundTemplateName (string) -- Name of Sound under this script Pads with no attribute set will use the default values above. ]] the fling works but it's still throwing them the wrong way. it should be upwards. (im using flingY)
Updated files
v6