[ZOMBIES!] BloxStrike
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NO-RECOIL SUITE v3 springs hook + API wrap + crosshair p

BloxStrike
deborahmartinn073
deborahmartinn073First script
1 month ago · Updated

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NO-RECOIL SUITE v3 springs hook + API wrap + crosshair p is a BloxStrike script for Roblox, uploaded to ScriptBlox on Oct 8, 2026. Reviewed by a person on Oct 13, 2026.

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Description

BloxStrike Script Update : 08.10.2026 No Recoil — finds the game's recoil controller module by scanning loaded modules for the setWeaponRecoil / weaponKick signature, then neutralizes recoil two independent ways: it wraps the module's public API so every incoming recoil vector is replaced with Vector3.zero, and it hooks every spring object found in the upvalues of the module's functions (setGoal, setPosition, impulse, shove all receive zero input). Double coverage means recoil stays dead even if the game rebuilds its spring objects. Crosshair Pin — binds to RenderStep at last priority and forces the crosshair frame back to screen center every frame, cancelling visual crosshair kick. Safely stops if the GUI gets destroyed. Follow Recoil Off — flips the game's own "Follow Recoil" setting in the crosshair settings module to false, and remembers the original value for restore. Auto Re-Hook (off by default) — a background loop that re-scans for springs every 5 seconds and re-hooks any new ones, for games that recreate recoil springs mid-session. Re-Inject Hooks — manual one-shot re-scan and re-hook. Restore Everything — unwraps the API, restores every hooked spring method, resets the settings value, and unbinds the render-step pin

View Raw
--═══════════════════════════════════════════════════════════════════════
--  NO-RECOIL SUITE v3  •  springs hook + API wrap + crosshair pin
--  + built-in settings menu (drag, minimize, RightShift toggle)
--  Re-running the script is safe. Menu button / NR.restore() to revert.
--═══════════════════════════════════════════════════════════════════════

local gu      = getupvalue or debug.getupvalue
local getuv   = getupvalues or debug.getupvalues
local cloneref = cloneref or function(o) return o end

local ZERO    = Vector3.zero or Vector3.new()
local BIND    = "nr_pin"
local MENU_KEY = Enum.KeyCode.RightShift

local RS         = cloneref(game:GetService("ReplicatedStorage"))
local RunService = cloneref(game:GetService("RunService"))
local UserInput  = cloneref(game:GetService("UserInputService"))
local Players    = cloneref(game:GetService("Players"))
local lp         = Players.LocalPlayer
local env        = getfenv and getfenv(0) or _G

--═══════════════════ SAFE RE-RUN / RESTORE════════════════════════════
if env.NR then pcall(env.NR.destroy) end

local NR = { hooks = {}, on = {}, watchdog = nil }
env.NR = NR

local function addHook(obj, key, orig)
    NR.hooks[#NR.hooks + 1] = { obj = obj, key = key, orig = orig }
end

local function restoreAll()
    for i = #NR.hooks, 1, -1 do
        local h = NR.hooks[i]
        pcall(function() h.obj[h.key] = h.orig end)
    end
    table.clear(NR.hooks)
    pcall(RunService.UnbindFromRenderStep, BIND)
end
NR.restoreAll = restoreAll


Comments

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IC3EMAN's profile picture
IC3EMAN2 weeks ago

its not working on JJsploit executor

1
QTEN's profile picture
QTEN2 weeks ago

@IC3EMAN JJsploitTrash actuatorIdiot

1

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