
Credits: 090
Since the game is dead might as well leak a semi working fast attack script — pauses sometimes then continues
local v1 = game:GetService("Players")
local v2 = game:GetService("ReplicatedStorage")
local v3 = game:GetService("RunService")
local v4 = game:GetService("Workspace")
local v5 = v1.LocalPlayer
local v6 = v2:FindFirstChild("ByteNetReliable")
local v7 = buffer.fromstring("\t\004\001")
local v8 = {}
getgenv().AutoAttack = true
getgenv().FireCount = 75
getgenv().tickStep = 0.0001
getgenv().MAX_QUEUE = 75
if getgenv().__ByteNetReliableConn then
pcall(
function()
getgenv().__ByteNetReliableConn:Disconnect()
end
)
getgenv().__ByteNetReliableConn = nil
end
local function v9()
local v10 = v4:GetServerTimeNow()
local v11 = math.clamp(getgenv().FireCount or 0, 0, 20)
for v12 = 1, v11 do
if #v8 >= getgenv().MAX_QUEUE then
break
end
table.insert(v8, v10 + (v12 * getgenv().tickStep))
end
end
getgenv().__ByteNetReliableConn =
v3.Heartbeat:Connect(
function()
if not v6 or not getgenv().AutoAttack then
return
end
if #v8 < getgenv().MAX_QUEUE then
v9()
end
if #v8 > 0 then
local v13 = table.remove(v8, 1)
v6:FireServer(v7, {v13})
end
end
)
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