MADE BY kendrick
FEATURE:
1. make sure u r a survivor, and guns are available to use
2. hit another player or npc, use a remote spy to grab the bullethit arguments
3. put 3rd bullethit argument (the hash) in the hash variable of the script, and weapon you used in the weapon variable
4. set what intvalue you want to increase in the breakable table
5. run!!
.
- https://www.roblox.com/games/177200271/Reason-2-Die-Awakening
SCRIPT:
local hash = 5436.241708698704 -- grab the 3rd argument from the bulletHit remote, resets every round
local amount = 150
local weapon = "Steyr M" -- weapons like flamethrowers, RPGs do not work
local args = {
[1] = game:GetService("Players").LocalPlayer.Backpack:FindFirstChild(weapon),
[2] = {
["AR556"] = workspace.Map.Reloads.AmmoTable.AR556,
["AR762"] = workspace.Map.Reloads.AmmoTable.AR762,
["Parent"] = workspace.Map.Reloads,
["Potential Spawn(README)"] = workspace.Map.Reloads.AmmoTable:FindFirstChild("Potential Spawn(README)"),
["Sniper416"] = workspace.Map.Reloads.AmmoTable.Sniper416,
["Archivable"] = true,
["Buck 102 (hehehe get teased bro)"] = workspace.Map.Reloads.AmmoTable:FindFirstChild("Buck 102 (hehehe get teased bro)"),
["Clips"] = game:GetService("ReplicatedStorage").Shop.Weapons.Newspaper.Price,
["BR762"] = workspace.Map.Reloads.AmmoTable.BR762,
["Union"] = workspace.Map.Reloads.AmmoTable.Union,
["Shotgun"] = workspace.Map.Reloads.AmmoTable.Shotgun,
["Tacshotgun"] = workspace.Map.Reloads.AmmoTable.Tacshotgun,
["ClassName"] = "Model",
["Main"] = workspace.Map.Reloads.AmmoTable.Main,
["Name"] = "AmmoTable",
["className"] = "Model",
["HQ"] = workspace.Map.Reloads.AmmoTable.HQ
}
}
for i = 1, amount do
spawn(function()
local table_1 = {
["Breakable"] = game.Players.LocalPlayer.Settings.Rank
};
local number_1 = 0
local number_2 = hash
local Target = game.RStorage.RemoteEvents.BulletHit
game:GetService("ReplicatedStorage").RemoteFunctions.Restock:InvokeServer(unpack(args))
Target:FireServer(table_1, number_1, number_2)
end)
task.wait(0.0005)
end