Documentation Index
Fetch the complete documentation index at: https://mintlify.com/kaladoodotlua/KCSH/llms.txt
Use this file to discover all available pages before exploring further.
KCSH exposes six movement controls directly on its HUD panel. Every button is a toggle — clicking it once turns the feature on, clicking it again turns it off. Buttons display their current state in green (on) or red (off) so you always know what is active.
Float
Button label: float
Float zeroes out workspace gravity and puts your humanoid into PlatformStand mode, causing your character to drift weightlessly in place.
| State | workspace.Gravity | Humanoid.PlatformStand |
|---|
| On | 0 | true |
| Off | Restored to original value (gamegrav) | false |
The original gravity value is captured into gamegrav the moment the KCSH script loads, so toggling Float off always restores the exact gravity that was present when you executed the script — not a hard-coded value.
Sit
Button label: sit
Forces your character’s humanoid into or out of the sitting state.
| State | Humanoid.Sit |
|---|
| On | true |
| Off | false |
This is purely a humanoid-property toggle. Sitting in mid-air is valid — combine with Float for full levitation-pose control.
Fly
Button label: fly
The original KCSH source contains a commented-out warning message: “FLY HAS A 90% CHANCE OF GETTING YOU BANNED!!” Games with server-side anti-cheat detect BodyVelocity/BodyGyro injection and will ban your account. Use fly on games without anti-cheat only.
Fly attaches a BodyVelocity and a BodyGyro to your HumanoidRootPart, giving you full 6-DoF movement under camera-relative keyboard control.
Physics objects created
| Instance | Property | Value |
|---|
BodyVelocity | MaxForce | Vector3(1e5, 1e5, 1e5) |
BodyGyro | MaxTorque | Vector3(1e5, 1e5, 1e5) |
Both instances are parented to HumanoidRootPart while flying and destroyed when fly is toggled off. On deactivation, CanCollide is also re-enabled on every BasePart in the character model (it is disabled every RenderStepped frame while flying to prevent collision glitches).
Humanoid.PlatformStand is set to true while fly is active (mirrors Float behaviour) and returns to false on deactivation.
Speed constants
| Mode | Speed |
|---|
| Normal | 200 studs/s |
| Slow (hold Shift) | 50 studs/s |
| Acceleration lerp factor | 2 (applied per deltaTime) |
Keybinds
| Key | Action |
|---|
| W | Move forward (along camera LookVector) |
| S | Move backward (against camera LookVector) |
| A | Strafe left (against camera RightVector) |
| D | Strafe right (along camera RightVector) |
| E | Move up |
| Q | Move down |
| Left Shift / Right Shift | Slow mode (speed drops to 50) |
Fly control loop (source excerpt)
local speed = 200
local slowSpeed = 50
local acceleration = 2
-- Inside RenderStepped:
local camCF = workspace.CurrentCamera.CFrame
local moveDirection = Vector3.new()
if UIS:IsKeyDown(Enum.KeyCode.W) then moveDirection = moveDirection + camCF.LookVector end
if UIS:IsKeyDown(Enum.KeyCode.S) then moveDirection = moveDirection - camCF.LookVector end
if UIS:IsKeyDown(Enum.KeyCode.A) then moveDirection = moveDirection - camCF.RightVector end
if UIS:IsKeyDown(Enum.KeyCode.D) then moveDirection = moveDirection + camCF.RightVector end
if UIS:IsKeyDown(Enum.KeyCode.E) then moveDirection = moveDirection + Vector3.new(0,1,0) end
if UIS:IsKeyDown(Enum.KeyCode.Q) then moveDirection = moveDirection - Vector3.new(0,1,0) end
local currentSpeed = speed
if UIS:IsKeyDown(Enum.KeyCode.LeftShift) or UIS:IsKeyDown(Enum.KeyCode.RightShift) then
currentSpeed = slowSpeed
end
if moveDirection.Magnitude > 0 then
moveDirection = moveDirection.Unit * currentSpeed
velocity = velocity:Lerp(moveDirection, acceleration * deltaTime)
else
velocity = velocity:Lerp(Vector3.new(0,0,0), acceleration * deltaTime)
end
bodyVelocity.Velocity = velocity
bodyGyro.CFrame = CFrame.new(humanoidRootPart.Position, humanoidRootPart.Position + camCF.LookVector)
Slow Walk
Button label: slow walk
Reduces your character’s WalkSpeed to a crawl.
| State | Humanoid.WalkSpeed |
|---|
| On | 6 |
| Off | 16 (Roblox default) |
Sprint and Slow Walk both reset WalkSpeed to 16 when toggled off. They do not lock each other out — if you enable both simultaneously, whichever was toggled last wins. To avoid unexpected speeds, make sure only one is active at a time.
Sprint
Button label: sprint
Sets WalkSpeed to a very high value for rapid traversal.
| State | Humanoid.WalkSpeed |
|---|
| On | 100 |
| Off | 16 (Roblox default) |
Sprint and Slow Walk both reset WalkSpeed to 16 when toggled off. They do not lock each other out — if you enable both simultaneously, whichever was toggled last wins. To avoid unexpected speeds, make sure only one is active at a time.
High Jump
Button label: high jump
Multiplies your character’s jump height by overriding JumpPower.
| State | Humanoid.JumpPower |
|---|
| On | 200 |
| Off | 50 (Roblox default) |
JumpPower only applies to R6 rigs. On R15 rigs Roblox uses JumpHeight instead, so this toggle may have no effect on R15 characters depending on the game’s humanoid configuration.