Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- -- thanks josh
- local crash = function(self)
- game:GetService("RunService"):BindToRenderStep(tostring(math.random(1, 1e9)), Enum.RenderPriority.First.Value, function()
- coroutine.resume(coroutine.create(function()
- local a = {}
- local b
- for i = 1, 1000000 do
- coroutine.resume(coroutine.create(function()
- for i = 1, 10000 do
- table.insert(a, i)
- end
- table.remove(a, 1)
- for i, v in next, a do
- coroutine.resume(coroutine.create(pcall), self, self)
- for i, d in next, game:GetDescendants() do
- pcall(d.Changed.Connect, d.Changed, function()
- pcall(function()
- pcall(d.DescendantAdded.Connect, d.DescendantAdded, function()
- coroutine.resume(coroutine.create(pcall), self, self)
- end)
- pcall(d.DescendantRemoving.Connect, d.DescendantAdded, function()
- coroutine.resume(coroutine.create(pcall), self, self)
- end)
- end)
- end)
- end
- end
- end))
- end
- end))
- end)
- end
- repeat
- spawn(function()
- crash(crash)
- end)
- until nil
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement