Missile Wars script: Auto Launch Rockets [Open Source]
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…
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.
Key Functions
4 listed functions
✓ Auto Launch Rockets✓ VIP Multi Rocket Launch✓ AFK Rocket Farming✓ Fast PvP Attacks
Script Code
287 lines · 8 KB · Lua
Review the code before running it. Use scripts responsibly and only with tools you trust.
--// LOAD RAYFIELD
local Rayfield = loadstring(game:HttpGet("https://sirius.menu/rayfield"))()
--// SERVICES
local 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
--// REMOTE
local LaunchAllMissiles = ReplicatedStorage:WaitForChild("Game")
:WaitForChild("Remotes")
:WaitForChild("LaunchAllMissiles")
--// BUILD LOOKUP
local 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] = true
end
--// SETTINGS
local Settings = {
Enabled = false,
Burst = true,
BurstCount = 3,
BurstDelay = 0.05,
FireDelay = 0.08,
TargetBuildings = {}
}
-- Initialize all buildings as targeted
for _, name in ipairs(BUILD_TYPES) do
Settings.TargetBuildings[name] = true
end
local lastFire = 0
--// FIRE LOGIC
local function canFire()
return tick() - lastFire >= Settings.FireDelay
end
local function fire(position)
if not position or not canFire() then return end
lastFire = tick()
LaunchAllMissiles:FireServer(position)
end
local 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)
end
end
--// SERVER FUNCTIONS
local function rejoinServer()
TeleportService:Teleport(game.PlaceId, LocalPlayer)
end
local 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
--// CHECKS
local function hasForcefield(plot)
return plot:FindFirstChild("ForcefieldStatus", true)
end
local 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 false
end
--// TARGETING
local 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)
end
end
--// LOOP
RunService.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)
end
end)
--// UI
local 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 - BUILDINGS
TargetsTab: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
})
FAQ
Is this Missile Wars script keyless?
This script is currently marked as NO KEY.
What features does this script include?
Auto Launch Rockets VIP Multi Rocket Launch AFK Rocket Farming Fast PvP Attacks
How do I use this script?
Copy the Lua code from the Script Code section and review it before running it in your preferred Roblox script executor.
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