
KeylessUniversal

-- c00lFlood HD 1.0 release
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local LocalPlayer = Players.LocalPlayer
local Character = LocalPlayer.Character or LocalPlayer.CharacterAdded:Wait()
local HumanoidRootPart = Character:WaitForChild("HumanoidRootPart")
-- Gets the savior of this whole script
local hdEvent = ReplicatedStorage:FindFirstChild("NoticeSound", true)
if hdEvent and hdEvent:IsA("RemoteEvent") then
hdEvent:FireServer(";gear me 236438668")
else
-- Fallback something idk
local TextChatService = game:GetService("TextChatService")
if TextChatService.ChatVersion == Enum.ChatVersion.TextChatService then
TextChatService.TextChannels.RBXGeneral:SendAsync(";gear me 236438668")
else
ReplicatedStorage.DefaultChatSystemChatEvents.SayMessageRequest:FireServer(";gear me 236438668", "All")
end
end
-- Wait for the crossbow to find its way into the inventory
task.wait(2.2)
-- Idk what to say
local targetCharacter = LocalPlayer.Character or LocalPlayer.CharacterAdded:Wait()
-- Equipped or unwhipped?
local function FindCrossbowObject(container)
if not container then return nil end
for _, item in pairs(container:GetChildren()) do
if item:IsA("Tool") and (item.Name:match("Crossbow") or item.Name:match("SeaThemed")) then
return item
end
end
return nil
end
local crossbowEquipped = FindCrossbowObject(targetCharacter)
local crossbowInBackpack = FindCrossbowObject(LocalPlayer:FindFirstChild("Backpack"))
-- Holy shit we’re now welcoming Crossbow hello crossbow!!
local Crossbow = nil
if crossbowEquipped then
-- Uhh its in your hand wdym give it to you
print("Crossbow is already equipped. Moving to next line...")
Crossbow = crossbowEquipped
elseif crossbowInBackpack then
-- Equipping FLOOD CROSSBOW 2026 FE BYPASS NOT VIRUS
print("Found Crossbow in backpack! Equipping now...")
crossbowInBackpack.Parent = targetCharacter
Crossbow = crossbowInBackpack
else
-- Delete System32
print("Crossbow not found. Stopping script..")
return
end
-- FLOOD HELL YEAHH
local FloodActive = true
print("c00lFlood activated; Q to deactivate")
-- Awh man no flood..
local UserInputService = game:GetService("UserInputService")
UserInputService.InputBegan:Connect(function(input, processed)
if not processed and input.KeyCode == Enum.KeyCode.Q then
FloodActive = false
print("R.I.P c00lflood, 2026 to.. whatever year it is")
end
end)
-- Uhh localized blah blah grid blah blah lalala
task.spawn(function()
-- Dynamically captures where you are standing right when you execute
local originPos = HumanoidRootPart.Position
local rng = Random.new()
-- Holy shit we just made Character wowie
while FloodActive and Crossbow and Crossbow.Parent == LocalPlayer.Character do
-- Distributed grid values relative to your original activation position
local randomX = rng:NextNumber(-500, 500)
local randomY = rng:NextNumber(15, 1000)
local randomZ = rng:NextNumber(-500, 500)
-- Teleportation offset from originPos
HumanoidRootPart.CFrame = CFrame.new(originPos + Vector3.new(randomX, randomY, randomZ))
-- SHOOT!! SHOOT!! SHOOT!!
local Camera = workspace.CurrentCamera
if Camera then
-- Wowie calculations
local viewportSize = Camera.ViewportSize
local centerX = viewportSize.X / 2
local centerY = viewportSize.Y / 2
-- Project the ray thing to flood your enemies
local centerRay = Camera:ViewportPointToRay(centerX, centerY)
-- Whatcha doin crosshair?
local raycastParams = RaycastParams.new()
raycastParams.FilterDescendantsInstances = {LocalPlayer.Character} -- Ignores your character
raycastParams.FilterType = Enum.RaycastFilterType.Exclude
local raycastResult = workspace:Raycast(centerRay.Origin, centerRay.Direction * 1000, raycastParams)
local targetPosition = centerRay.Origin + (centerRay.Direction * 1000) -- Default far point
if raycastResult then
targetPosition = raycastResult.Position
end
-- Skid support
local remoteEvent = Crossbow:FindFirstChildOfClass("RemoteEvent") or Crossbow:FindFirstChild("Remote", true)
if remoteEvent then
-- Inject virus into network
remoteEvent:FireServer(targetPosition)
else
-- Fallback
Crossbow:Activate()
end
else
-- Extra fallback.. for some reason
Crossbow:Activate()
end
-- Delay so your game doesnt deactivate System32
task.wait(0.05)
end
end)



lmfao
Im working on 2.0 cause i realized this has a bunch of inconvenient problems, it goes completely random so it looks more like random floating water orbs than a flood and its buggy in general
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