Run it
Copy the script and paste it into your executor.
Players = :()
TweenService = :()
VOID_HEIGHT: number = -
RESPAWN_OFFSET: = .(, , )
VEHICLE_RESPAWN_CFRAME: = .(, , )
activeChecks: { [Player]: boolean } = {}
originalPositions: { [Player]: } = {}
(player: Player)
playerGui = player:()
playerGui
screenGui = .()
screenGui.Name =
screenGui.IgnoreGuiInset =
screenGui.ResetOnSpawn =
background = .()
background.Size = .(, )
background.BackgroundColor3 = .(, , )
background.BackgroundTransparency =
background.BorderSizePixel =
background.Parent = screenGui
uigradient = .()
uigradient.Color = ColorSequence.({
ColorSequenceKeypoint.(, .(, , )),
ColorSequenceKeypoint.(, .(, , ))
})
uigradient.Rotation =
uigradient.Parent = background
warningText = .()
warningText.Size = .(, )
warningText.Position = .(, )
warningText.AnchorPoint = .(, )
warningText.BackgroundTransparency =
warningText.TextColor3 = .(, , )
warningText.Text =
warningText.Font = .Font.Code
warningText.TextSize =
warningText.TextWrapped =
warningText.TextTransparency =
warningText.Parent = background
screenGui.Parent = playerGui
fadeInInfo = TweenInfo.(, .EasingStyle.Quad, .EasingDirection.Out)
fadeOutInfo = TweenInfo.(, .EasingStyle.Quad, .EasingDirection.In)
tweenBgIn = TweenService:(background, fadeInInfo, {BackgroundTransparency = })
tweenTextIn = TweenService:(warningText, fadeInInfo, {TextTransparency = })
tweenBgIn:()
tweenTextIn:()
tweenBgIn.Completed:()
.()
tweenBgOut = TweenService:(background, fadeOutInfo, {BackgroundTransparency = })
tweenTextOut = TweenService:(warningText, fadeOutInfo, {TextTransparency = })
tweenBgOut:()
tweenTextOut:()
tweenBgOut.Completed:()
screenGui:()
(player: Player, vehicleModel: Model, spawnPoint: )
character = player.Character
character
rootPart = character:() :: BasePart?
vehicleRoot = vehicleModel.PrimaryPart vehicleModel:() :: BasePart?
humanoid = character:()
.(triggerScreenFlash, player)
.()
humanoid
humanoid.Sit =
.()
rootPart rootPart:()
rootPart.AssemblyLinearVelocity = .zero
rootPart.AssemblyAngularVelocity = .zero
rootPart.CFrame = .(spawnPoint + RESPAWN_OFFSET)
vehicleRoot vehicleRoot:()
vehicleRoot.AssemblyLinearVelocity = .zero
vehicleRoot.AssemblyAngularVelocity = .zero
vehicleModel:(VEHICLE_RESPAWN_CFRAME)
(player: Player, vehicleModel: Model, vehicleSeat: VehicleSeat)
activeChecks[player]
activeChecks[player] =
vehicleRoot = vehicleModel.PrimaryPart vehicleModel:() :: BasePart?
vehicleRoot
activeChecks[player] =
character = player.Character
character character:()
originalPositions[player] = (character.HumanoidRootPart :: BasePart).Position
originalPositions[player] = .(, , )
.(()
vehicleModel vehicleModel.Parent vehicleSeat.Occupant
vehicleRoot vehicleRoot.Position.Y < VOID_HEIGHT
fallbackLocation = originalPositions[player] .(, , )
(player, vehicleModel, fallbackLocation)
.()
originalPositions[player] =
activeChecks[player] =
)
vehicleSeat = .Parent :: VehicleSeat
vehicleSeat:()
vehicleSeat:():(()
humanoid = vehicleSeat.Occupant
humanoid
character = humanoid.Parent
character
player = Players:(character)
vehicleModel = vehicleSeat:()
player vehicleModel
(player, vehicleModel, vehicleSeat)
)
Fling , Op Kill

Universal