Fe Helicopter Script |work| -
Fe Helicopter Script |work| -
-- Pseudo-code for an FE Helicopter concept local player = game.Players.LocalPlayer local character = player.Character or player.CharacterAdded:wait() local root = character.HumanoidRootPart
-- Simple Server Handler local Remote = game.ReplicatedStorage.HeliRemotes.HeliUpdate Remote.OnServerEvent:Connect(function(player, engine, throttle, steering) local bv = engine:FindFirstChild("LinearVelocity") local bav = engine:FindFirstChild("AngularVelocity") if bv and bav then bv.VectorVelocity = engine.CFrame.UpVector * (throttle * 50) + engine.CFrame.LookVector * 40 bav.AngularVelocity = Vector3.new(0, -steering * 3, 0) end end) Use code with caution. Copied to clipboard ⌨️ Controls: Forward Pitch A/D: Yaw (Turn Left/Right) Left Shift: Increase Altitude Left Control: Decrease Altitude ⚠️ Important Notes: fe helicopter script
-- Set the model to no longer be needed SetModelAsNoLongerNeeded(helicopterModel) end, false -- Set to false to restrict to ace admins or change to a specific command level ) -- Pseudo-code for an FE Helicopter concept local
: Most versions use keybinds like E to fly upwards and Q to fly downwards or lower your elevation. Easy Controls: Standard WASD + Shift/Ctrl for altitude
local vehicleSeat = script.Parent local helicopter = vehicleSeat.Parent local rootPart = helicopter:WaitForChild("HumanoidRootPart") -- or your custom base part -- Create a RemoteEvent inside ReplicatedStorage for input communication local ReplicatedStorage = game:GetService("ReplicatedStorage") local flightRemote = ReplicatedStorage:FindFirstChild("HelicopterRemote") if not flightRemote then flightRemote = Instance.new("RemoteEvent") flightRemote.Name = "HelicopterRemote" flightRemote.Parent = ReplicatedStorage end local currentDriver = nil vehicleSeat:GetPropertyChangedSignal("Occupant"):Connect(function() local humanoid = vehicleSeat.Occupant if humanoid then -- Player sat down local player = game.Players:GetPlayerFromCharacter(humanoid.Parent) if player then currentDriver = player -- Give Network Ownership to the client to eliminate latency local parts = helicopter:GetDescendants() for _, part in ipairs(parts) do if part:IsA("BasePart") and not part.Anchored then part:SetNetworkOwner(player) end end -- Inform the client they have control flightRemote:FireClient(player, "Init", helicopter) end else -- Player stood up / left seat if currentDriver then -- Return Network Ownership back to the server safely local parts = helicopter:GetDescendants() for _, part in ipairs(parts) do if part:IsA("BasePart") and not part.Anchored then part:SetNetworkOwner(nil) end end flightRemote:FireClient(currentDriver, "Cleanup") currentDriver = nil end end end) -- Server-side validation (Preventing basic teleport exploits) flightRemote.OnServerEvent:Connect(function(player, action, data) if player ~= currentDriver then return end -- Add sanity checks here if you manage throttle serverside. -- If managing constraints client-side (via Network Ownership), -- ensure the client isn't moving faster than Max Speed. end) Use code with caution. Part 3: The Client Script (Input & Physics Control)
No clunky CFrame teleporting; uses modern MoverConstraints. Easy Controls: Standard WASD + Shift/Ctrl for altitude.
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