- Fe - Backflip Frontflip Script - Check This ... 'link' Instant
FE — BackFlip / FrontFlip Script — Check This
4. Security & Compliance Notes
- Exploit Risk: Many “flip scripts” are actually executed via exploits (not legitimate game code). A true FE-safe script requires RemoteEvents and server authority.
- Anti-Cheat: Pure velocity-based flips can be flagged if velocity exceeds limits. Use
BodyAngularVelocityorAlignPositionfor more legit movement. - Animation Priority: Must set animation priority to “Action” to override movement.
3. Example Core Logic (Conceptual)
LocalScript (StarterPlayerScripts):
local player = game.Players.LocalPlayer local char = player.Character or player.CharacterAdded:Wait() local remote = game.ReplicatedStorage:WaitForChild("FlipRemote")
-- User input (e.g., pressing 'F' or 'Q') userInputService.InputBegan:Connect(function(input) if input.KeyCode == Enum.KeyCode.F then remote:FireServer("FrontFlip") elseif input.KeyCode == Enum.KeyCode.B then remote:FireServer("BackFlip") end end)
Server Script (ServerScriptService):
local remote = game.ReplicatedStorage:WaitForChild("FlipRemote")remote.OnServerEvent:Connect(function(player, flipType) local char = player.Character if not char then return end local humanoid = char:FindFirstChild("Humanoid") local rootPart = char:FindFirstChild("HumanoidRootPart") if not (humanoid and rootPart) then return end - FE - BackFlip FrontFlip Script - Check This ...
-- Debounce check (optional) -- Apply velocity based on flipType if flipType == "FrontFlip" then rootPart.Velocity = Vector3.new(0, 15, 12) -- forward + up rootPart.AngularVelocity = Vector3.new(15, 0, 0) -- rotate X elseif flipType == "BackFlip" then rootPart.Velocity = Vector3.new(0, 15, -12) rootPart.AngularVelocity = Vector3.new(-15, 0, 0) end
end)
1. Anti-Lag Compensation
Because FE requires server verification, many flips feel floaty or delayed. A high-quality script uses remote events pre-fired to the server before the client animation begins, creating zero-latency feedback.