Skip Rooms
Mostly letting your teammates die
NOTES: This will break the game after reaching room/floor 100 and also on the seek chase (if you skip the cutscene)
It skips rooms if you are a lazy ass. And it checks if the rooms has a key and auto unlocks it.
It checks if the room has a lever and pulls up the lever and the glitch wont trigger because it only triggers if you are behind your teammates and very far away from them.
It will not hide when rush or ambush spawns.
It also skips room 50!
local Keybind = Enum.KeyCode.H local UIS = game:GetService("UserInputService") local CF = CFrame.new local LatestRoom = game:GetService("ReplicatedStorage").GameData.LatestRoom UIS.InputBegan:Connect(function(input, typing) if typing then return end if input.KeyCode == Keybind then pcall(function() local key = false local CurrentDoor = workspace.CurrentRooms[tostring(game:GetService("ReplicatedStorage").GameData.LatestRoom.Value)]:WaitForChild("Door") for i,object in ipairs(CurrentDoor.Parent:GetDescendants()) do if object.Name == "KeyObtain" then key = object end end if LatestRoom.Value == 50 then CurrentDoor = workspace.CurrentRooms[tostring(LatestRoom.Value + 1)]:WaitForChild("Door") game.Players.LocalPlayer.Character:PivotTo(CF(CurrentDoor.Door.Position)) else if key then game.Players.LocalPlayer.Character:PivotTo(CF(key.Hitbox.Position)) task.wait(.3) fireproximityprompt(key.ModulePrompt) task.wait(.3) game.Players.LocalPlayer.Character:PivotTo(CF(CurrentDoor.Door.Position)) fireproximityprompt(CurrentDoor.Lock.UnlockPrompt) end game.Players.LocalPlayer.Character:PivotTo(CF(CurrentDoor.Door.Position)) end task.wait(.2) CurrentDoor.ClientOpen:FireServer() end) end end)