
Missile Wars script: Auto Launch Rockets [Open Source]

Missile Wars script: Auto Launch Rockets [Open Source]
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Script Description
This script automatically launches rockets for you in Missile Wars, making attacks much faster and easier during battles. If you own VIP launchers, the script can fire multiple rockets at once for even more damage and pressure on enemy bases. Good for fast PvP attacks, AFK launching, and building y
This script automatically launches rockets for you in Missile Wars, making attacks much faster and easier during battles. If you own VIP launchers, the script can fire multiple rockets at once for even more damage and pressure on enemy bases. Good for fast PvP attacks, AFK launching, and building your missile empire quicker.
This script automatically launches rockets for you in Missile Wars, making attacks much faster and easier during battles. If you own VIP launchers, the script can fire multiple rockets at once for even more damage and pressure on enemy bases. Good for fast PvP attacks, AFK launching, and building your missile empire quicker.
Script Functions
4 functions- Auto Launch Rockets
- VIP Multi Rocket Launch
- AFK Rocket Farming
- Fast PvP Attacks
Script Code
287 lines · 7.19 KB · LuaReview before running. Use scripts responsibly.
--// LOAD RAYFIELDlocal Rayfield = loadstring(game:HttpGet("https://sirius.menu/rayfield"))()--// SERVICESlocal Players = game:GetService("Players")local RunService = game:GetService("RunService")local ReplicatedStorage = game:GetService("ReplicatedStorage")local TeleportService = game:GetService("TeleportService")local HttpService = game:GetService("HttpService")local LocalPlayer = Players.LocalPlayer--// REMOTElocal LaunchAllMissiles = ReplicatedStorage:WaitForChild("Game") :WaitForChild("Remotes") :WaitForChild("LaunchAllMissiles")--// BUILD LOOKUPlocal BUILD_TYPES = { "Small House","Farm","Medium House","Large House","Greenhouse","Apartment", "Bank","Trade Port","Oil Rig","Factory","Industrial Factory", "Skyscraper","Power Plant","Anti Air"}local BUILD_SET = {}for _, name in ipairs(BUILD_TYPES) do BUILD_SET[name] = trueend--// SETTINGSlocal Settings = { Enabled = false, Burst = true, BurstCount = 3, BurstDelay = 0.05, FireDelay = 0.08, TargetBuildings = {}}-- Initialize all buildings as targetedfor _, name in ipairs(BUILD_TYPES) do Settings.TargetBuildings[name] = trueendlocal lastFire = 0--// FIRE LOGIClocal function canFire() return tick() - lastFire >= Settings.FireDelayendlocal function fire(position) if not position or not canFire() then return end lastFire = tick() LaunchAllMissiles:FireServer(position)endlocal function burstFire(position) if not position then return end if Settings.Burst then for i = 1, Settings.BurstCount do fire(position) task.wait(Settings.BurstDelay) end else fire(position) endend--// SERVER FUNCTIONSlocal function rejoinServer() TeleportService:Teleport(game.PlaceId, LocalPlayer)endlocal function newServer() local success, servers = pcall(function() return HttpService:JSONDecode(game:HttpGet( "https://games.roblox.com/v1/games/" .. game.PlaceId .. "/servers/Public?sortOrder=Asc&limit=100" )) end) if success and servers and servers.data then for _, server in pairs(servers.data) do if server.playing < server.maxPlayers then TeleportService:TeleportToPlaceInstance(game.PlaceId, server.id, LocalPlayer) return end end end -- fallback TeleportService:Teleport(game.PlaceId)end--// CHECKSlocal function hasForcefield(plot) return plot:FindFirstChild("ForcefieldStatus", true)endlocal function isOwnPlot(plot) for _, gui in ipairs(plot:GetDescendants()) do if gui:IsA("BillboardGui") and gui.Name:find("UserInfo") then for _, txt in ipairs(gui:GetDescendants()) do if txt:IsA("TextLabel") or txt:IsA("TextBox") then if txt.Text == LocalPlayer.Name or txt.Text == LocalPlayer.DisplayName then return true end end end end end return falseend--// TARGETINGlocal function processPlot(plot) if hasForcefield(plot) or isOwnPlot(plot) then return end local buildings = {} --// BUILDINGS for _, obj in ipairs(plot:GetDescendants()) do if BUILD_SET[obj.Name] and Settings.TargetBuildings[obj.Name] then local pos = obj:IsA("BasePart") and obj.Position or (obj.PrimaryPart and obj.PrimaryPart.Position) if pos then table.insert(buildings, pos) end end end for _, pos in ipairs(buildings) do burstFire(pos) endend--// LOOPRunService.Heartbeat:Connect(function() if not Settings.Enabled then return end local active = workspace:FindFirstChild("Plots") and workspace.Plots:FindFirstChild("ActivePlots") if not active then return end for _, plot in ipairs(active:GetChildren()) do processPlot(plot) endend)--// UIlocal Window = Rayfield:CreateWindow({ Name = "Missile Wars", LoadingTitle = "Missile Wars", LoadingSubtitle = "Made by R3D", ConfigurationSaving = { Enabled = false }})local MainTab = Window:CreateTab("Main", 4483362458)local SettingsTab = Window:CreateTab("Settings", 4483362458)local TargetsTab = Window:CreateTab("Targets", 4483362458)local ServerTab = Window:CreateTab("Server", 4483362458)MainTab:CreateToggle({ Name = "Enable Launcher", CurrentValue = false, Callback = function(val) Settings.Enabled = val end})MainTab:CreateToggle({ Name = "Burst Mode", CurrentValue = true, Callback = function(val) Settings.Burst = val end})MainTab:CreateButton({ Name = "🚨 PANIC - Uninject", Callback = function() Settings.Enabled = false Rayfield:Notify({ Title = "Panic Mode Activated", Content = "All systems disabled - Script uninjected", Duration = 3 }) task.wait(1) Window:Close() end})SettingsTab:CreateSlider({ Name = "Burst Count", Range = {1, 50}, Increment = 1, CurrentValue = 15, Callback = function(val) Settings.BurstCount = val end})SettingsTab:CreateSlider({ Name = "Burst Delay", Range = {0.01, 0.2}, Increment = 0.01, CurrentValue = 0.05, Callback = function(val) Settings.BurstDelay = val end})SettingsTab:CreateSlider({ Name = "Fire Delay", Range = {0.01, 0.2}, Increment = 0.01, CurrentValue = 0.08, Callback = function(val) Settings.FireDelay = val end})--// TARGETS TAB - BUILDINGSTargetsTab:CreateDropdown({ Name = "Building Types", Options = BUILD_TYPES, CurrentOption = BUILD_TYPES, MultipleOptions = true, Flag = "BuildingDropdown", Callback = function(options) -- Reset all buildings to false for _, buildName in ipairs(BUILD_TYPES) do Settings.TargetBuildings[buildName] = false end -- Enable only selected buildings for _, selectedBuild in ipairs(options) do Settings.TargetBuildings[selectedBuild] = true end end})ServerTab:CreateButton({ Name = "🔄 Rejoin Server", Callback = function() Rayfield:Notify({ Title = "Rejoining...", Content = "Teleporting to same server", Duration = 3 }) local success, err = pcall(rejoinServer) if not success then Rayfield:Notify({ Title = "Error", Content = "Failed to rejoin: " .. tostring(err), Duration = 3 }) end end})ServerTab:CreateButton({ Name = "🌐 New Server", Callback = function() Rayfield:Notify({ Title = "Switching Server...", Content = "Finding new server", Duration = 3 }) local success, err = pcall(newServer) if not success then Rayfield:Notify({ Title = "Error", Content = "Failed to find server: " .. tostring(err), Duration = 3 }) end end})Rayfield:Notify({ Title = "Missile System Loaded", Content = "Rayfield UI + Server Controls Ready", Duration = 4})Change Log
Updates from the script author will appear here after edits are published.


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