Roblox Fe Speed - O - Sonic Script -

-- Server Script (inside the character's HumanoidRootPart) local bodyVel = Instance.new("BodyVelocity") bodyVel.MaxForce = Vector3.new(1e6, 0, 1e6) -- Instant response bodyVel.Velocity = hrp.CFrame.LookVector * currentSpeed bodyVel.Parent = hrp -- Anti-fling: clamp vertical drift game:GetService("RunService").Heartbeat:Connect(function() if active then local newVel = hrp.AssemblyLinearVelocity newVel = Vector3.new(newVel.X, 0, newVel.Z) -- lock Y hrp.AssemblyLinearVelocity = newVel.Unit * currentSpeed end end) To make speed feel instant, the client predicts movement locally before server confirmation:

-- LocalScript (Client prediction) local predictedVel = hrp.CFrame.LookVector * SPEED hrp.AssemblyLinearVelocity = predictedVel -- Fire remote asynchronously remote:FireServer("StartSpeed") -- If server disagrees (reconciliation), tween correction High-speed tunneling is prevented via Region3 sweep on the server every 2–3 frames, rolling back the character if a wall is detected. 4. Afterimage & Visual Feedback (Client-Only) The “Sonic” aesthetic requires non-collision visual clones: Roblox FE Speed - o - Sonic Script

| Component | Location | Responsibility | | --- | --- | --- | | | LocalScript | Detects key hold (e.g., LeftShift), fires ActivateSpeed remote. | | Server Controller | Script in ServerScriptService | Applies physics forces, validates movement, resets on collision. | | Visual Renderer | LocalScript | Client-side particles, FOV zoom, afterimage effects (non-collision). | 3. Implementation Strategy 3.1 Server-Side Velocity Management Instead of modifying WalkSpeed , the server uses BasePart.Velocity and BodyVelocity : | | Server Controller | Script in ServerScriptService

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