
Key Required

local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local player = Players.LocalPlayer
local DEATH_EQUIP_DELAY = 0.00067
local POST_DEATH_WAIT = 0.15777777
local firing = false
local deadLoopActive = false
-- Equip a tool
local function equipTool(tool)
if tool and tool:IsA("Tool") and player.Character then
local humanoid = player.Character:FindFirstChildOfClass("Humanoid")
if humanoid then
humanoid:EquipTool(tool)
end
end
end
-- Find all tools by name (case-insensitive)
local function findToolsByName(name)
local backpack = player:WaitForChild("Backpack")
local toolsFound = {}
for _, tool in ipairs(backpack:GetChildren()) do
if tool:IsA("Tool") and tool.Name:lower() == name:lower() then
table.insert(toolsFound, tool)
end
end
return toolsFound
end
-- Fire C4Drop repeatedly while dead
local function fireC4Loop()
local remote = ReplicatedStorage:WaitForChild("RemoteEvents"):WaitForChild("Miscs"):WaitForChild("C4Drop")
while firing do
remote:FireServer()
task.wait(DEATH_EQUIP_DELAY)
end
end
-- Loop to equip all tools infinitely while dead
local function equipLoop(tools)
while deadLoopActive do
for _, tool in ipairs(tools) do
if not deadLoopActive then break end
equipTool(tool)
task.wait(DEATH_EQUIP_DELAY)
end
end
end
-- Handle death
local function handleDeath()
task.wait(POST_DEATH_WAIT) -- wait before doing anything
local c4Tools = findToolsByName("C4")
if #c4Tools == 0 then
c4Tools = findToolsByName("c4")
end
local toolsToLoop = {}
if #c4Tools > 0 then
toolsToLoop = c4Tools
else
print("C4/c4 item hasn't been found, Switching to every item")
toolsToLoop = player:WaitForChild("Backpack"):GetChildren()
end
deadLoopActive = true
firing = true
-- Start loops in parallel
spawn(function() equipLoop(toolsToLoop) end)
spawn(fireC4Loop)
end
-- Handle respawn / character events
local function onCharacterAdded(character)
local humanoid = character:WaitForChild("Humanoid")
-- Stop loops if respawned
humanoid:GetPropertyChangedSignal("Health"):Connect(function()
if humanoid.Health > 0 then
deadLoopActive = false
firing = false
end
end)
-- When the player dies
humanoid.Died:Connect(function()
handleDeath()
end)
end
-- Connect character events
player.CharacterAdded:Connect(onCharacterAdded)
if player.Character then
onCharacterAdded(player.Character)
end
нихуя не работает
@Royalthess ты думаешь я настолько тупой, просто убейся братан