Place a standard Script inside the VehicleSeat . This script handles player seating and network ownership transfer.
Check the velocity values sent by the client on the server side. If a client sends a targetLinear vector with a magnitude higher than your maximum defined speed limit, flag or clamp the value to stop speed-hacking exploits.
If a script is not open-source and verified by a trusted community (like V3rmillion’s trusted section), do not run it.
-- LocalScript inside StarterPlayerScripts local Players = game:Service("Players") local UserInputService = game:GetService("UserInputService") local RunService = game:GetService("RunService") local player = Players.LocalPlayer local character = player.Character or player.CharacterAdded:Wait() local connection local isFlying = false local currentLV, currentAV -- Flight parameters local maxSpeed = 100 local turnSpeed = 3 local ascentSpeed = 50 local moveValues = Forward = 0, Side = 0, Up = 0, Turn = 0 local function updateMovement() if not isFlying or not currentLV then return end -- Calculate Directional Vectors local cf = currentLV.Parent.CFrame local targetVelocity = (cf.LookVector * moveValues.Forward * maxSpeed) + (cf.RightVector * moveValues.Side * maxSpeed) + (Vector3.new(0, moveValues.Up * ascentSpeed, 0)) currentLV.VectorVelocity = targetVelocity currentAV.AngularVelocity = Vector3.new(0, moveValues.Turn * turnSpeed, 0) end -- Bind controls UserInputService.InputBegan:Connect(function(input, processed) if processed then return end if input.KeyCode == Enum.KeyCode.Space then moveValues.Up = 1 elseif input.KeyCode == Enum.KeyCode.LeftShift then moveValues.Up = -1 elseif input.KeyCode == Enum.KeyCode.W then moveValues.Forward = 1 elseif input.KeyCode == Enum.KeyCode.S then moveValues.Forward = -1 elseif input.KeyCode == Enum.KeyCode.A then moveValues.Turn = 1 elseif input.KeyCode == Enum.KeyCode.D then moveValues.Turn = -1 end end) UserInputService.InputEnded:Connect(function(input) if input.KeyCode == Enum.KeyCode.Space or input.KeyCode == Enum.KeyCode.LeftShift then moveValues.Up = 0 elseif input.KeyCode == Enum.KeyCode.W or input.KeyCode == Enum.KeyCode.S then moveValues.Forward = 0 elseif input.KeyCode == Enum.KeyCode.A or input.KeyCode == Enum.KeyCode.D then moveValues.Turn = 0 end end) -- Listen for server activation game.Workspace.DescendantAdded:Connect(function(descendant) if descendant.Name == "HelicopterControl" and descendant:IsA("RemoteEvent") then descendant.OnClientEvent:Connect(function(active, lv, av) isFlying = active currentLV = lv currentAV = av if active then connection = RunService.RenderStepped:Connect(updateMovement) else if connection then connection:Disconnect() end end end) end end) Use code with caution. Securing Your Helicopter Against Exploits fe helicopter script
Inside ReplicatedStorage , create a and name it HelicopterEvent . 2. The Server Script (Physics & Validation)
Place a Script inside ServerScriptService and a LocalScript inside StarterPlayerScripts . 💻 The Code (ServerScriptService):
Easily swap out the model or adjust speed variables. 📂 Setup Instructions: Place a standard Script inside the VehicleSeat
An is a type of Roblox script designed to work under Roblox's modern security protocols. In short, "FE" ensures that actions taken by a script (like moving a helicopter) are replicated across the server so all players can see them.
Use Roblox Studio's part-building tools to create the chassis, main rotor blades, tail rotor, and cockpit. Weld the parts together to form a single, movable model.
: Most versions use keybinds like E to fly upwards and Q to fly downwards or lower your elevation. If a client sends a targetLinear vector with
The pilot experiences instant physics simulation without waiting for server round-trips.
: "FE" stands for Filtering Enabled , a Roblox security feature that prevents client-side scripts from affecting other players' experiences unless explicitly permitted by the server. A "FE-compatible" script is designed to bypass or work within these constraints so that other players can see the "helicopter" effect and be physically affected by the "fling".