The is a specialized Lua-based script for Roblox that allows players to perform acrobatic animations in any game . The "FE" prefix stands for FilteringEnabled , a mandatory Roblox security feature that ensures actions performed by a client script are properly communicated to the server and visible to all other players. Core Functionality and Mechanics
Older, non-FE scripts executed actions locally and forced replication across the server without verification. Today, a flip script must use proper replication architecture. If it does not, only you will see your character flip; to everyone else, you will simply be sliding across the floor. Core Components of a Flip Script
Before we break down the flips, we have to understand the acronym . In Roblox, FE stands for Filtering Enabled . This is a security mechanism that ensures the server (not the client) authorizes all important actions. - FE - BackFlip FrontFlip Script - Check This ...
The keybind detection ( UserInputService ) works on mobile if you map the inputs to touch buttons. For Xbox, you would need to detect controller buttons. The animation itself works on any platform because the server handles movement.
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Technically, the script uses a loop to rotate the player's character's by 360 degrees while simultaneously triggering a jump state.
-- 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 The is a specialized Lua-based script for Roblox
-- Script inside ServerScriptService local ReplicatedStorage = game:GetService("ReplicatedStorage") local flipEvent = ReplicatedStorage:WaitForChild("FlipEvent") local function applyFlipForce(character, direction) local rootPart = character:FindFirstChild("HumanoidRootPart") local humanoid = character:FindFirstChildOfClass("Humanoid") if not rootPart or not humanoid then return end -- Prevent character from sticking to the ground during rotation humanoid.PlatformStand = true -- Apply upward force for the jump local attachment = Instance.new("Attachment") attachment.Parent = rootPart local linearVelocity = Instance.new("LinearVelocity") linearVelocity.MaxForce = 50000 linearVelocity.VectorVelocity = Vector3.new(0, 45, 0) -- Upward lift linearVelocity.Attachment0 = attachment linearVelocity.Parent = rootPart -- Apply rotational force local angularVelocity = Instance.new("AngularVelocity") angularVelocity.MaxTorque = 50000 angularVelocity.Attachment0 = attachment angularVelocity.Parent = rootPart if direction == "FrontFlip" then angularVelocity.AngularVelocity = rootPart.CFrame.RightVector * 12 elseif direction == "BackFlip" then angularVelocity.AngularVelocity = rootPart.CFrame.RightVector * -12 end -- Duration of the flip animation task.wait(0.5) -- Clean up physical forces linearVelocity:Destroy() angularVelocity:Destroy() attachment:Destroy() -- Restore character control humanoid.PlatformStand = false end flipEvent.OnServerEvent:Connect(function(player, direction) local character = player.Character if character then applyFlipForce(character, direction) end end) Use code with caution. Customization and Tuning
Have you used flip scripts in your games? Let us know in the comments how you customized yours! Today, a flip script must use proper replication