Instant leave
makes u leave
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local Players = game:GetService("Players")
local UserInputService = game:GetService("UserInputService")
local player = Players.LocalPlayer
local pGui = player:WaitForChild("PlayerGui")
-- 1. UI Creation
local screenGui = Instance.new("ScreenGui")
screenGui.Name = "ForceLeaveUI"
screenGui.ResetOnSpawn = false
screenGui.Parent = pGui
local btn = Instance.new("TextButton")
btn.Name = "LeaveBtn"
btn.Parent = screenGui
btn.Size = UDim2.new(0, 200, 0, 60)
btn.Position = UDim2.new(0.5, -100, 0.2, 0)
btn.BackgroundColor3 = Color3.fromRGB(255, 0, 0) -- Bright red so you see it
btn.Text = "INSTANT LEAVE"
btn.Font = Enum.Font.GothamBlack
btn.TextSize = 20
btn.TextColor3 = Color3.fromRGB(255, 255, 255)
-- Round the corners
local corner = Instance.new("UICorner")
corner.CornerRadius = UDim.new(0, 10)
corner.Parent = btn
--- 2. Draggable Logic (Phone & PC) ---
local dragging, dragInput, dragStart, startPos
btn.InputBegan:Connect(function(input)
if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then
dragging = true
dragStart = input.Position
startPos = btn.Position
end
end)
UserInputService.InputChanged:Connect(function(input)
if dragging and (input.UserInputType == Enum.UserInputType.MouseMovement or input.UserInputType == Enum.UserInputType.Touch) then
local delta = input.Position - dragStart
btn.Position = UDim2.new(startPos.X.Scale, startPos.X.Offset + delta.X, startPos.Y.Scale, startPos.Y.Offset + delta.Y)
end
end)
btn.InputEnded:Connect(function(input)
if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then
dragging = false
end
end)
--- 3. The Force Kick ---
btn.MouseButton1Click:Connect(function()
print("Leave button clicked!") -- Check your Output window for this!
-- We use a pcall to ensure the kick fires even if there are lag issues
pcall(function()
player:Kick("\n\n[INSTANT LEAVE]\nYou have disconnected.")
end)
end)
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