The is engineered specifically to work around Filtering Enabled. It uses a combination of remote event spoofing and client-to-server replication tricks to make the server believe that the laser gun is a legitimate game item.
local ServerStorage = game:GetService("ServerStorage") local toolName = "LaserGun" -- Name must match the tool in ServerStorage local giverPart = script.Parent local prompt = giverPart:WaitForChild("ProximityPrompt") prompt.Triggered:Connect(function(player) -- Check if the player already has the gun (Backpack or equipped) local character = player.Character if not player.Backpack:FindFirstChild(toolName) and not character:FindFirstChild(toolName) then -- Clone tool from ServerStorage local toolClone = ServerStorage:FindFirstChild(toolName):Clone() toolClone.Parent = player.Backpack print(player.Name .. " received the " .. toolName) else print(player.Name .. " already has this tool.") end end) Use code with caution. Copied to clipboard - FE - Roblox Laser Gun Giver Script-
To truly "give" a laser gun under FE, you do not write a script. You become a developer. You open Roblox Studio. You create a , insert a Handle , add a Laser Beam attachment, write a local script for visuals, a server script for damage, and a remote to bridge them. Then you grant it via a command bar or admin panel —actions the server has already blessed. The is engineered specifically to work around Filtering
Unlike "Aimbot" or "Damage" scripts, a script simply provides the item. It is often used in games that allow "Free Models" or have weak filtering. " received the "