- Fe - Roblox Laser Gun Giver Script- [work]

-- Connect to the Touched event of the trigger object triggerObject.Touched:Connect(function(hit) -- Check if the object that touched the trigger is a player's character local player = game.Players:GetPlayerFromCharacter(hit.Parent) if player then -- Check if the player has not already received the laser gun if not playersWithLaserGun[player.UserId] then -- Give the laser gun to the player giveLaserGun(player) -- Add the player to the list of players who have received the laser gun playersWithLaserGun[player.UserId] = true end end end)

In practice, this means an exploiter without FE can use scripts to directly alter the game for everyone. But with FE active, their ability is drastically limited. Their changes are generally visible only to themselves, as the server will filter out most unauthorized actions. This is the primary defense mechanism against scripts like the "Laser Gun Giver."

Scale it and change its color so players know it is an interactive object. - FE - Roblox Laser Gun Giver Script-

Inside that Part, insert a ProximityPrompt instance. Name it GiverPrompt .

Handles what the individual player sees and hears. -- Connect to the Touched event of the

: A giver script only handles the distribution of a tool. The shooting mechanics depend on the internal scripts (usually a combination of a LocalScript for mouse input and a Script linked via a RemoteEvent for damage calculation) residing inside the tool asset itself.

Insert a into the Workspace to act as the "Giver" (e.g., a pedestal or a crate). Add a Script inside this part. This is the primary defense mechanism against scripts

The potential for instant weapons might be tempting, but the costs are extremely high: