
KeylessUniversal

local Workspace = game:GetService("Workspace")
local Players = game:GetService("Players")
local Debris = game:GetService("Debris")
-- Settings
local NUKE_COUNT = 60
local COUNTDOWN_TIME = 5
local RANGE = 100
local MIN_HEIGHT = 150
local MAX_HEIGHT = 300
local EXPLOSION_SOUND_ID = "rbxassetid://138186576" -- boom
local SIREN_SOUND_ID = "rbxassetid://9118823109" -- warning siren (change if needed)
-- Function: camera shake for nearby players
local function shakeCamera(position)
for _, player in pairs(Players:GetPlayers()) do
local char = player.Character
if char and char:FindFirstChild("HumanoidRootPart") then
local dist = (char.HumanoidRootPart.Position - position).Magnitude
if dist < 80 then
local cam = Workspace.CurrentCamera
local event = Instance.new("BindableEvent")
event.Event:Connect(function()
local cam = Workspace.CurrentCamera
local shakePower = math.clamp(5 - (dist / 20), 1, 5)
local shakeTime = 0.3
local start = tick()
while tick() - start < shakeTime do
local offset = Vector3.new(
math.random(-shakePower, shakePower) / 10,
math.random(-shakePower, shakePower) / 10,
math.random(-shakePower, shakePower) / 10
)
cam.CFrame = cam.CFrame * CFrame.new(offset)
wait(0.03)
end
end)
event:Fire()
event:Destroy()
end
end
end
end
-- Function: create a falling nuke
local function spawnNuke(position)
local nuke = Instance.new("Part")
nuke.Size = Vector3.new(4, 8, 4)
nuke.BrickColor = BrickColor.new("Really red")
nuke.Material = Enum.Material.Metal
nuke.Anchored = false
nuke.CanCollide = true
nuke.Position = position
nuke.Name = "FallingNuke"
local smoke = Instance.new("Smoke")
smoke.Size = 10
smoke.RiseVelocity = 5
smoke.Parent = nuke
nuke.Touched:Connect(function(hit)
if not nuke or not nuke.Parent then return end
local explosion = Instance.new("Explosion")
explosion.BlastRadius = 25
explosion.BlastPressure = 1000000
explosion.Position = nuke.Position
explosion.Parent = Workspace
-- Fire
for i = 1, 5 do
local fire = Instance.new("Fire")
fire.Size = 15
fire.Heat = 10
local firePart = Instance.new("Part")
firePart.Anchored = true
firePart.CanCollide = false
firePart.Transparency = 1
firePart.Position = nuke.Position + Vector3.new(math.random(-5, 5), 0, math.random(-5, 5))
fire.Parent = firePart
firePart.Parent = Workspace
Debris:AddItem(firePart, 5)
end
-- Explosion sound
local boom = Instance.new("Sound", Workspace)
boom.SoundId = EXPLOSION_SOUND_ID
boom.Volume = 2
boom.Position = nuke.Position
boom:Play()
Debris:AddItem(boom, 5)
shakeCamera(nuke.Position)
nuke:Destroy()
end)
nuke.Parent = Workspace
end
-- Function: display 3D countdown above center
local function showCountdown(seconds)
local part = Instance.new("Part")
part.Anchored = true
part.CanCollide = false
part.Transparency = 1
part.Position = Vector3.new(0, 60, 0)
part.Size = Vector3.new(1, 1, 1)
part.Name = "CountdownDisplay"
local billboard = Instance.new("BillboardGui", part)
billboard.Size = UDim2.new(0, 200, 0, 100)
billboard.AlwaysOnTop = true
local label = Instance.new("TextLabel", billboard)
label.Size = UDim2.new(1, 0, 1, 0)
label.BackgroundTransparency = 1
label.TextColor3 = Color3.new(1, 0, 0)
label.TextScaled = true
label.Font = Enum.Font.Arcade
label.Text = "Nukes Inbound..."
part.Parent = Workspace
for i = seconds, 0, -1 do
label.Text = "NUKES INCOMING IN: " .. i
wait(1)
end
part:Destroy()
end
-- Function: play siren
local function playSiren()
local siren = Instance.new("Sound", Workspace)
siren.SoundId = SIREN_SOUND_ID
siren.Volume = 2
siren.Looped = false
siren:Play()
Debris:AddItem(siren, 10)
end
-- 🚨 Start: Countdown & Siren
playSiren()
showCountdown(COUNTDOWN_TIME)
-- 💣 Spawn 60 falling nukes after countdown
for i = 1, NUKE_COUNT do
local x = math.random(-RANGE, RANGE)
local z = math.random(-RANGE, RANGE)
local y = math.random(MIN_HEIGHT, MAX_HEIGHT)
spawnNuke(Vector3.new(x, y, z))
wait(0.1)
end



pray tell what game this is supposed to be used in and its fe
Bro it’s universal and I think it’s fe
what does these skids thought they're hacking😂😂🎉
Does it work?