Looking for a The Undead Coming script for Roblox? You are in the right spot to grab the latest working code for this round survival game.
In The Undead Coming, you fight off endless hordes of zombies in intense round-based action. You have to blast through wave after wave of undead to survive the chaos.
If you want an easier time clearing out those hordes, the script below will help you out. Just copy the code and run it in your favorite executor.
The Undead Coming Script – Team Dev
loadstring(game:HttpGet("https://raw.githubusercontent.com/teamdev654-hub/td/refs/heads/main/%EC%96%B8%EB%8D%B0%EB%93%9C"))()Script #2 Zombie Destroyer
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local UserInputService = game:GetService("UserInputService")
local player = Players.LocalPlayer
local damageEvent = ReplicatedStorage.Remotes.SendOuchies
local damageOn = false
local seatOn = false
local sitting = false
local cooldown = 0.15
local damage = 14
local lastHit = 0
local gui = Instance.new("ScreenGui")
gui.Name = "coolzombiedestroyer"
gui.ResetOnSpawn = false
gui.Parent = player:WaitForChild("PlayerGui")
local frame = Instance.new("Frame")
frame.Size = UDim2.fromOffset(230, 195)
frame.Position = UDim2.new(0.5, -115, 0.5, -97)
frame.BackgroundColor3 = Color3.fromRGB(35, 35, 35)
frame.BorderSizePixel = 0
frame.Parent = gui
local round = Instance.new("UICorner")
round.CornerRadius = UDim.new(0, 8)
round.Parent = frame
local title = Instance.new("TextLabel")
title.Size = UDim2.new(1, 0, 0, 30)
title.BackgroundTransparency = 1
title.Text = "cool zombie destroyer"
title.TextColor3 = Color3.new(1, 1, 1)
title.TextSize = 18
title.Font = Enum.Font.SourceSansBold
title.Parent = frame
local dragging = false
local dragStart
local oldPos
title.InputBegan:Connect(function(input)
if input.UserInputType ~= Enum.UserInputType.MouseButton1
and input.UserInputType ~= Enum.UserInputType.Touch then
return
end
dragging = true
dragStart = input.Position
oldPos = frame.Position
input.Changed:Connect(function()
if input.UserInputState == Enum.UserInputState.End then
dragging = false
end
end)
end)
UserInputService.InputChanged:Connect(function(input)
if not dragging then
return
end
if input.UserInputType ~= Enum.UserInputType.MouseMovement
and input.UserInputType ~= Enum.UserInputType.Touch then
return
end
local move = input.Position - dragStart
frame.Position = UDim2.new(
oldPos.X.Scale,
oldPos.X.Offset + move.X,
oldPos.Y.Scale,
oldPos.Y.Offset + move.Y
)
end)
local damageButton = Instance.new("TextButton")
damageButton.Size = UDim2.fromOffset(190, 32)
damageButton.Position = UDim2.new(0.5, -95, 0, 35)
damageButton.Text = "damage: off"
damageButton.TextSize = 16
damageButton.TextColor3 = Color3.new(1, 1, 1)
damageButton.BackgroundColor3 = Color3.fromRGB(100, 40, 40)
damageButton.BorderSizePixel = 0
damageButton.Parent = frame
local damageRound = Instance.new("UICorner")
damageRound.CornerRadius = UDim.new(0, 6)
damageRound.Parent = damageButton
local cooldownBox = Instance.new("TextBox")
cooldownBox.Size = UDim2.fromOffset(190, 30)
cooldownBox.Position = UDim2.new(0.5, -95, 0, 75)
cooldownBox.Text = "0.15"
cooldownBox.PlaceholderText = "cooldown"
cooldownBox.TextSize = 15
cooldownBox.TextColor3 = Color3.new(1, 1, 1)
cooldownBox.BackgroundColor3 = Color3.fromRGB(50, 50, 50)
cooldownBox.BorderSizePixel = 0
cooldownBox.ClearTextOnFocus = false
cooldownBox.Parent = frame
local cooldownRound = Instance.new("UICorner")
cooldownRound.CornerRadius = UDim.new(0, 6)
cooldownRound.Parent = cooldownBox
local damageBox = Instance.new("TextBox")
damageBox.Size = UDim2.fromOffset(190, 30)
damageBox.Position = UDim2.new(0.5, -95, 0, 115)
damageBox.Text = "14"
damageBox.PlaceholderText = "damage"
damageBox.TextSize = 15
damageBox.TextColor3 = Color3.new(1, 1, 1)
damageBox.BackgroundColor3 = Color3.fromRGB(50, 50, 50)
damageBox.BorderSizePixel = 0
damageBox.ClearTextOnFocus = false
damageBox.Parent = frame
local damageBoxRound = Instance.new("UICorner")
damageBoxRound.CornerRadius = UDim.new(0, 6)
damageBoxRound.Parent = damageBox
local seatButton = Instance.new("TextButton")
seatButton.Size = UDim2.fromOffset(190, 32)
seatButton.Position = UDim2.new(0.5, -95, 0, 155)
seatButton.Text = "auto seat: off"
seatButton.TextSize = 16
seatButton.TextColor3 = Color3.new(1, 1, 1)
seatButton.BackgroundColor3 = Color3.fromRGB(100, 40, 40)
seatButton.BorderSizePixel = 0
seatButton.Parent = frame
local seatRound = Instance.new("UICorner")
seatRound.CornerRadius = UDim.new(0, 6)
seatRound.Parent = seatButton
damageButton.MouseButton1Click:Connect(function()
damageOn = not damageOn
if damageOn then
damageButton.Text = "damage: on"
damageButton.BackgroundColor3 = Color3.fromRGB(40, 100, 40)
else
damageButton.Text = "damage: off"
damageButton.BackgroundColor3 = Color3.fromRGB(100, 40, 40)
end
end)
seatButton.MouseButton1Click:Connect(function()
seatOn = not seatOn
if seatOn then
seatButton.Text = "auto seat: on"
seatButton.BackgroundColor3 = Color3.fromRGB(40, 100, 40)
else
seatButton.Text = "auto seat: off"
seatButton.BackgroundColor3 = Color3.fromRGB(100, 40, 40)
end
end)
cooldownBox.FocusLost:Connect(function()
local number = tonumber(cooldownBox.Text)
if number and number > 0 then
cooldown = number
else
cooldownBox.Text = tostring(cooldown)
end
end)
damageBox.FocusLost:Connect(function()
local number = tonumber(damageBox.Text)
if number then
damage = number
else
damageBox.Text = tostring(damage)
end
end)
local function getStuff()
local folder = workspace:FindFirstChild("GameFolder")
if not folder then
return
end
return folder,
folder:FindFirstChild("Zombies"),
folder:FindFirstChild("CurrentMap")
end
local function mapEmpty()
local _, _, map = getStuff()
if not map then
return false
end
return #map:GetChildren() == 0
end
local function getSeat()
for _, thing in ipairs(workspace:GetDescendants()) do
if (thing:IsA("Seat") or thing:IsA("VehicleSeat"))
and not thing.Disabled
and thing.Occupant == nil then
return thing
end
end
end
local function sit()
if sitting or not seatOn then
return
end
local _, zombies = getStuff()
if not mapEmpty() then
return
end
if not zombies or #zombies:GetChildren() > 0 then
return
end
sitting = true
task.spawn(function()
for i = 1, 30 do
if not seatOn or not mapEmpty() then
break
end
local _, currentZombies = getStuff()
if currentZombies and #currentZombies:GetChildren() > 0 then
break
end
local character = player.Character
local humanoid = character and character:FindFirstChildOfClass("Humanoid")
local root = character and character:FindFirstChild("HumanoidRootPart")
local seat = getSeat()
if humanoid and root and seat then
if humanoid.SeatPart == seat then
break
end
root.CFrame = seat.CFrame + Vector3.new(0, 2, 0)
task.wait(0.1)
if not humanoid.SeatPart and not seat.Occupant then
seat:Sit(humanoid)
end
task.wait(0.1)
if humanoid.SeatPart == seat then
break
end
end
task.wait(0.1)
end
sitting = false
end)
end
task.spawn(function()
local folder = workspace:WaitForChild("GameFolder")
local zombies = folder:WaitForChild("Zombies")
local map = folder:WaitForChild("CurrentMap")
local function check()
if not seatOn then
return
end
if #zombies:GetChildren() == 0
and #map:GetChildren() == 0 then
sit()
end
end
zombies.ChildRemoved:Connect(check)
map.ChildRemoved:Connect(check)
check()
end)
task.spawn(function()
while true do
task.wait(0.5)
if seatOn then
local _, zombies, map = getStuff()
if zombies and map
and #zombies:GetChildren() == 0
and #map:GetChildren() == 0 then
local character = player.Character
local humanoid = character and character:FindFirstChildOfClass("Humanoid")
if humanoid and not humanoid.SeatPart then
sit()
end
end
end
end
end)
RunService.RenderStepped:Connect(function(delta)
lastHit += delta
if not damageOn or lastHit < cooldown then
return
end
local folder = workspace:FindFirstChild("GameFolder")
local zombies = folder and folder:FindFirstChild("Zombies")
if not zombies then
return
end
for _, zombie in ipairs(zombies:GetChildren()) do
if zombie:FindFirstChild("Humanoid")
and zombie:FindFirstChild("Head") then
damageEvent:FireServer(zombie, damage)
end
end
lastHit = 0
end)Copy the code above into a compatible Roblox script executor if you choose to test it.
The Undead Coming Script Status
Roblox and game updates can affect compatibility, so the script’s status should be treated as temporary rather than guaranteed.
What Is a The Undead Coming Script?
A The Undead Coming script is Lua code intended to run alongside the Roblox game through a third-party script executor.
Different scripts can contain different code and features. This version includes the following features:
How to Use the The Undead Coming Script
If you decide to test a third-party Roblox script, the general process involves a compatible executor and the Lua code provided above.
Can a The Undead Coming Script Get Your Roblox Account Banned?
- Only use code from a source you trust.
- Never enter your Roblox password into a script or executor.
- Test on an alternate account first.
The Undead Coming Script for Mobile
If you’re searching for a The Undead Coming script for mobile, check whether both the executor and the script support your device and current Roblox version. Mobile executor support does not guarantee that every script will work.
Frequently Asked Questions
What is a The Undead Coming script?
A The Undead Coming script is third-party Lua code intended to run alongside the Roblox game through a compatible script executor.
Can a The Undead Coming script get an account banned?
Yes. Third-party scripts can violate Roblox rules, and compatibility or safety is never guaranteed.