- Fe - Roblox Laser Gun Giver Script- May 2026

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- Fe - Roblox Laser Gun Giver Script- May 2026

Are you looking to spice up your Roblox gameplay with some high-tech weaponry? Whether you are playing a roleplay game, an obby, or just hanging out with friends, nothing says "future tech" quite like a Laser Gun.

In the world of Roblox scripting, "FE" stands for FilterEnabled. This is a crucial term for anyone using scripts. An FE script means the effects are visible to other players, not just you. If you are searching for a Roblox Laser Gun Giver Script, you’ve come to the right place.

In this post, we will cover what this script does, the safety precautions you need to take, and how to use it.


Here is the truth that most "free script" articles won't tell you: Using an FE laser gun giver in public PvP games is against Roblox's Terms of Service.

Most modern games use RemoteEvent filtering. A patched script will look like this:

-- This works ONLY if the game developer forgot to filter a remote.
local rs = game:GetService("ReplicatedStorage")
local remote = rs:FindFirstChild("ToolRequest") or rs:FindFirstChild("GiveWeapon")
if remote then
    remote:FireServer("LaserGun", game.Players.LocalPlayer.Character)
end

If the game's developer has proper checks, this will silently fail.

Place this inside the Tool object itself.

-- Services
local UserInputService = game:GetService("UserInputService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Players = game:GetService("Players")

-- Variables local Tool = script.Parent local Player = Players.LocalPlayer local Mouse = Player:GetMouse() - FE - Roblox Laser Gun Giver Script-

-- Configuration local Damage = 10 local Range = 500 local FireRate = 0.2 local LaserColor = Color3.fromRGB(255, 0, 0) local LaserSpeed = 500

-- State local CanFire = true local IsEquipped = false

-- Visual Effects Function (Runs on Client) local function FireVisual(origin, targetPos) -- Create the Laser Beam local laser = Instance.new("Part") laser.Name = "LaserBeam" laser.Anchored = true laser.CanCollide = false laser.Material = Enum.Material.Neon laser.Color = LaserColor

-- Calculate Size and Position
local distance = (origin - targetPos).Magnitude
laser.Size = Vector3.new(0.2, 0.2, distance)
laser.CFrame = CFrame.lookAt(origin, targetPos) * CFrame.new(0, 0, -distance/2)
laser.Parent = workspace
-- Add a light effect
local light = Instance.new("PointLight")
light.Color = LaserColor
light.Range = 10
light.Parent = laser
-- Remove the laser after a short time
game:GetService("Debris"):AddItem(laser, 0.1)

end

-- Shooting Logic local function Shoot() if not CanFire or not IsEquipped then return end CanFire = false

local character = Player.Character
if not character then return end
-- Determine Start Position (Tool Handle) and Direction (Mouse Hit)
local toolHandle = Tool:FindFirstChild("Handle")
if not toolHandle then return end
local

Why a laser gun? Not a sword, not a healing potion. A laser gun is instant, precise, and destructive. To give one is to momentarily control the flow of violence in a digital space. It is the purest symbol of unearned consequence: I point, you vanish.

When FE blocks your script, it is not just stopping code—it is enforcing consequence. It reminds you that in a multiplayer world, your whim cannot overwrite another’s experience. The laser gun, in a well-filtered game, must be earned through mechanics, not conjured through exploits.

--[[
  - FE - Roblox Laser Gun Giver Script (Educational Example)
  Note: This requires a game that has a vulnerable RemoteEvent named "GiveTool" or similar.
  Do not use this to ruin others' experiences.
]]

local player = game.Players.LocalPlayer local mouse = player:GetMouse()

-- Create the Laser Tool local LaserTool = Instance.new("Tool") LaserTool.Name = "Phantom Laser Rifle" LaserTool.RequiresHandle = false -- No physical handle (classic laser)

-- Tool grip for first-person view LaserTool.GripPos = Vector3.new(0, -1, 0) LaserTool.GripForward = Vector3.new(1, 0, 0) LaserTool.GripRight = Vector3.new(0, 1, 0) LaserTool.GripUp = Vector3.new(0, 0, 1)

-- Laser Beam visual (Attachment) local handle = Instance.new("Part") handle.Name = "Handle" handle.Size = Vector3.new(0.5, 0.2, 1) handle.BrickColor = BrickColor.new("Bright red") handle.Material = Enum.Material.Neon handle.Transparency = 0.2 handle.Parent = LaserTool

-- The Shooting mechanism (Local simulation + Remote request) local function shootLaser() -- Visual laser beam from camera to mouse hit local ray = Ray.new(game.Workspace.CurrentCamera.CFrame.Position, mouse.UnitRay.Direction * 500) local hit, position = game.Workspace:FindPartOnRay(ray, player.Character, false, true) Are you looking to spice up your Roblox

local beam = Instance.new("Part")
beam.Size = Vector3.new(0.1, 0.1, (position - ray.Origin).Magnitude)
beam.CFrame = CFrame.new(ray.Origin, position) * CFrame.new(0, 0, -beam.Size.Z/2)
beam.BrickColor = BrickColor.new("Really red")
beam.Material = Enum.Material.Neon
beam.CanCollide = false
beam.Parent = game.Workspace
game:GetService("Debris"):AddItem(beam, 0.1)
-- FE Attempt: Fire remote to tell server we dealt damage
local remote = game:GetService("ReplicatedStorage"):FindFirstChild("DamageRequest")
if remote then
    remote:FireServer(hit, position, 35) -- 35 damage per shot
end

end

-- Tool activation LaserTool.Activated:Connect(shootLaser)

-- Give the tool to the player if player.Character then LaserTool.Parent = player.Backpack else player.CharacterAdded:Connect(function(char) LaserTool.Parent = player.Backpack end) end

-- GUI notification local screenGui = Instance.new("ScreenGui") local textLabel = Instance.new("TextLabel") textLabel.Text = " Laser Gun Given! (FE Mode)" textLabel.Size = UDim2.new(0, 300, 0, 50) textLabel.Position = UDim2.new(0.5, -150, 0.8, 0) textLabel.BackgroundTransparency = 0.5 textLabel.TextScaled = true textLabel.Parent = screenGui screenGui.Parent = player.PlayerGui

wait(3) screenGui:Destroy()