Phantom Forces PC Script

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Phantom Forces is a popular first-person shooter game on Roblox that offers intense, action-packed gameplay. For players looking to gain an edge, the Phantom Forces PC Script provides a suite of enhancements to elevate the gaming experience.

Benefits of Using the Phantom Forces PC Script

Using the Phantom Forces PC Script can significantly improve your gameplay by offering various cheats and hacks that make it easier to dominate matches. These scripts can enhance your accuracy, speed, and overall performance, giving you a competitive advantage.

Features that make this Phantom Forces PC Script so powerful

  • Initialization of Data Structures: Set up efficient data structures to optimize performance and memory usage.
  • Setup of Filtering and Categorization Lists: Organize and categorize game elements for easy access and management.
  • Hooking Mechanism: Implement a hooking mechanism to intercept and modify game functions for enhanced control.
  • Data Loading and Modification: Load game data dynamically and modify it in real time for customized gameplay experiences.
  • Customization Options: Customize various aspects of the script to suit your gameplay preferences and style.
  • Modular Design: Utilize a modular design approach for easy maintenance, updates, and compatibility with future game versions.
  • Error Handling: Implement robust error handling mechanisms to ensure smooth operation and stability of the script.

Code:

-- Modules
local network, char, loadgun, loadknife = nil, nil, nil, nil
do
    for _, object in next, getgc(true) do
        if typeof(object) == "table" then
            if rawget(object, "send") then
                network = object
            elseif rawget(object, "setbasewalkspeed") then
                char = object
            end
        elseif typeof(object) == "function" then
            local name = debug.getinfo(object).name
            if name == "loadgun" then
                loadgun = object
            elseif name == "loadknife" then
                loadknife = object
            end
        end
    end
end
-- Services
local replicatedStorage = game:GetService("ReplicatedStorage")
-- Cache
local content = replicatedStorage:WaitForChild("Content")
local productionContent = content:WaitForChild("ProductionContent")
local attachmentModules = productionContent:WaitForChild("AttachmentModules")
local gunModules = productionContent:WaitForChild("GunModules")
-- Stored data
local gunIgnore = {"JUGGUN", "HK417Old", "PAINTBALL GUN", "RAILGUN OLD", "PPK12", "SVK12E", "MG42"}
local weaponData = {}
local attachmentData = {}
local primaryClasses = { "ASSAULT", "BATTLE", "CARBINE", "SHOTGUN", "PDW", "DMR", "LMG", "SNIPER" }
local generalClassData = {
    ASSAULT = "AK12",
    BATTLE = "AK12",
    CARBINE = "M4A1",
    SHOTGUN = "KSG 12",
    PDW = "MP5K",
    DMR = "INTERVENTION",
    LMG = "COLT LMG",
    SNIPER = "INTERVENTION",
    PISTOL = "M9",
    ["MACHINE PISTOL"] = "M9",
    REVOLVER = "M9",
    OTHER = "M9",
    FRAGMENTATION = "M67 FRAG",
    ["HIGH EXPLOSIVE"] = "M67 FRAG",
    IMPACT = "M67 FRAG",
    ["ONE HAND BLADE"] = "KNIFE",
    ["TWO HAND BLADE"] = "KNIFE",
    ["ONE HAND BLUNT"] = "MAGLITE CLUB",
    ["TWO HAND BLUNT"] = "HOCKEY STICK",
}
local weapons = {}
-- Hooks
do
    local oldNetworkSend = network.send
    network.send = function(self, name, ...)
        local args = {...}
        if name == "changewep" then
            weaponData[args[1]] = args[2]
            args[2] = generalClassData[weapons[args[2]].type]
        end
        if name == "changeatt" then
            attachmentData[args[2]] = args[3]
            return
        end
        return oldNetworkSend(self, name, unpack(args))
    end
    local oldLoadgrenade = char.loadgrenade
    char.loadgrenade = function(self, name, ...)
        name = weaponData.Grenade or name
        return oldLoadgrenade(self, name, ...)
    end
    local oldLoadknife = loadknife
    loadknife = function(name, ...)
        name = weaponData.Knife or name
        return oldLoadknife(name, ...)
    end
    local oldLoadgun = loadgun
    loadgun = function(name, magsize, sparerounds, attachments, ...)
        local gunData = weapons[name]
        local newName = table.find(primaryClasses, gunData.type) and weaponData.Primary or weaponData.Secondary
        name = newName and newName or name
        local attachs = attachmentData[name]
        if attachs then
            attachments = attachs
        end
        return oldLoadgun(name, magsize, sparerounds, attachments, ...)
    end
end
-- Init
do
    for _, module in next, gunModules:GetChildren() do
        if not table.find(gunIgnore, module.Name) then
            local data = require(module)
            weapons[module.Name] = data
        end
    end
    for _, module in next, attachmentModules:GetChildren() do
        local data = require(module)
        data.unlockkills = 0
    end
    for _, module in next, gunModules:GetChildren() do
        if not table.find(gunIgnore, module.Name) then
            local data = require(module)
            data.unlockrank = 0
            data.adminonly = false
            data.supertest = false
            data.exclusiveunlock = false
            data.hideunlessowned = false
        end
    end
end
local function unlockAll()
    for _, module in next, gunModules:GetChildren() do
        if not table.find(gunIgnore, module.Name) then
            local data = require(module)
            data.unlockrank = 0
            data.adminonly = false
            data.supertest = false
            data.exclusiveunlock = false
            data.hideunlessowned = false
        end
    end
    for _, module in next, attachmentModules:GetChildren() do
        local data = require(module)
        data.unlockkills = 0
    end
end
unlockAll()
dont work for rn its needs to be updated

Copying and Using the Script

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  • Applying the Script: Use a script executor of your choice to implement the script in the game.
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