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| 08 Aug 2015 07:52 PM |
while true do coroutine.resume(coroutine.create(function() repeat coroutine.resume(coroutine.create(function() repeat coroutine.resume(coroutine.create(function() repeat until nil end)) until nil end)) until nil end)) end |
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cntkillme
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| Joined: 07 Apr 2008 |
| Total Posts: 44956 |
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| 08 Aug 2015 07:52 PM |
nah that's weak
local t = {}; while true do t[#t + 1] = function() end; end |
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| 08 Aug 2015 07:54 PM |
Or even better:
game:GetService("RunService"):BindFunctionToRenderStepped("2Laggy4Me",function() while true do coroutine.resume(coroutine.create(function() repeat coroutine.resume(coroutine.create(function() repeat coroutine.resume(coroutine.create(function() repeat until nil end)) until nil end)) until nil end)) end end)
BatMan.AncestryChanged:connect(function(child, parent) print(child,parent) end) > BatMan nil |
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| 08 Aug 2015 07:55 PM |
Oops mistakes.
game:GetService("RunService"):BindToRenderStepped("2Laggy4Me",1,function() while true do coroutine.resume(coroutine.create(function() repeat coroutine.resume(coroutine.create(function() repeat coroutine.resume(coroutine.create(function() repeat until nil end)) until nil end)) until nil end)) end end)
BatMan.AncestryChanged:connect(function(child, parent) print(child,parent) end) > BatMan nil |
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| 08 Aug 2015 08:00 PM |
I did, but I took safety precautions before hand:
Game script timout Stack Begin Script 'Workspace.Script', Line 1 Stack End |
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| 08 Aug 2015 08:01 PM |
| Would running the script in the command bar make any difference? |
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| 08 Aug 2015 08:23 PM |
x=math.abs(math.sin(270))/math.tan(90)
The world implodes |
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| 08 Aug 2015 08:40 PM |
local func = function() while true do func() end end
func() |
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