NO FE Destroy wrong gl*ss FIXED
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NO FE Destroy wrong gl*ss FIXED

BRAINROT UGC OBBY 🐉BadScriptsMakerBadScriptsMaker 6.6K views 40 executesUpdated Aug 27, 2025
3.8/ 5(4 votes)
3175% Positive
Lua Script•43 lines (1505 chars)
local GlassModels = workspace:WaitForChild("Glass")
local BasePartsWarning = false
local TransmitterWarning = false

for _, glassModel in ipairs(GlassModels:GetChildren()) do
    if glassModel:IsA("Model") and glassModel.Name == "Model" then
        local Target = {}

        for _, child in ipairs(glassModel:GetChildren()) do
            if child:IsA("BasePart") then
                table.insert(Target, child)
                if #Target == 2 then
                    break
                end
            end
        end

        if #Target == 2 then
            local destroyed = false
            for _, part in ipairs(Target) do
                local TouchTransmitter = part:FindFirstChildWhichIsA("TouchTransmitter")
                if TouchTransmitter then
                    part:Destroy() -- fixed
                    destroyed = true
                    break
                end
            end
            if not destroyed and not TransmitterWarning then
                print("\n\n            --- WARN ---")
                warn("No TouchTransmitter found, already deleted, or wrong game")
                print("--- WARN ---")
                TransmitterWarning = true
            end
        else
            if not BasePartsWarning then
                print("\n\n            --- WARN ---")
                warn("Not enough BaseParts found in models")
                print("--- WARN ---")                
                BasePartsWarning = true
            end
        end
    end
end

Features & Information

- Open source - Supporting EVERY executor (maybe)
#NO FE

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