Mps Futsal Script < 360p · 8K >
The "MPS" style usually involves holding a key to charge power and releasing to shoot.
1. Setup the RemoteEvent
In ReplicatedStorage, create a RemoteEvent named ShootEvent. mps futsal script
2. Client Script (Input Detection) Add this to the bottom of your LocalScript: The "MPS" style usually involves holding a key
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ShootEvent = ReplicatedStorage:WaitForChild("ShootEvent")
local isCharging = false
local power = 0
local MAX_POWER = 100
local CHARGE_SPEED = 2
UserInputService.InputBegan:Connect(function(input, processed)
if processed then return end
if input.KeyCode == Enum.KeyCode.E then -- 'E' to shoot
isCharging = true
power = 0
end
end)
UserInputService.InputEnded:Connect(function(input, processed)
if processed then return end
if input.KeyCode == Enum.KeyCode.E and isCharging then
isCharging = false
-- Send data to server
local ball = workspace.BallsFolder:FindFirstChild("FutsalBall")
if ball and (ball.Position - HumanoidRootPart.Position).Magnitude < 6 then
-- Calculate direction (Where the camera is facing)
local camera = workspace.CurrentCamera
local direction = camera.CFrame.LookVector
ShootEvent:FireServer(power, direction)
end
end
end)
-- Charging Loop
RunService.RenderStepped:Connect(function()
if isCharging then
power = math.min(power + CHARGE_SPEED, MAX_POWER)
-- Optional: Update UI Power Bar here
print("Charging: " .. power)
end
end)
3. Server Script (Execution)
Add this to the BallHandler script in ServerScriptService: Solution: Physics collisions can be glitchy
ShootEvent.OnServerEvent:Connect(function(player, power, direction)
local character = player.Character
if not character then return end
local ball = BallsFolder:FindFirstChild("FutsalBall")
if not ball then return end
-- Anti-Cheat: Check distance
local hrp = character:FindFirstChild("HumanoidRootPart")
if (ball.Position - hrp.Position).Magnitude > 8 then return end
-- Apply Shot Force
local bodyVelocity = Instance.new("BodyVelocity")
bodyVelocity.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
bodyVelocity.Velocity = direction * (power * 2) + Vector3.new(0, power/4, 0) -- Add vertical lift
bodyVelocity.Parent = ball
-- Decay the force so the ball eventually stops
game:GetService("Debris"):AddItem(bodyVelocity, 0.2)
end)
Solution: Physics collisions can be glitchy. If the ball gets stuck inside a player, add a TouchInterest that applies a small upward force to separate them instantly.
To build or configure this system, you need: