Run it
Copy the script and paste it into your executor.
Players = :()
ReplicatedFirst = :()
ReplicatedStorage = :()
RunService = :()
UserInputService = :()
LocalPlayer = Players.LocalPlayer
Camera = .CurrentCamera
GeneralFunctions = (ReplicatedStorage.Modules.GeneralFunctions)
TeamCheck = (ReplicatedStorage.Modules.TeamCheck)
Bridge = (ReplicatedFirst.Client.Utility.Bridge)
State = (ReplicatedFirst.Client.Utility.State)
General = (ReplicatedFirst.Client.Utility.General)
OriginalCast = GeneralFunctions.cast
OriginalGetHitList = GeneralFunctions.gethitlist
Settings = {
SilentAimEnabled = ,
AutoFireEnabled = ,
InfiniteAmmoEnabled = ,
AutoFireMeleeEnabled = ,
FieldOfView = ,
IgnoreTeammates = ,
RequireVisibility = ,
RequireMouseLocked = ,
HeadshotRatio = ,
MaximumDistance = ,
MinimumWeaponRange = ,
CameraOriginTolerance = ,
ReserveAmmo = ,
MaximumAmmoGuard = ,
}
previousAssist = ().ArsenalCombatAssist
previousAssist previousAssist.Restore
previousAssist.()
previousHook = ().ArsenalRaycastHook
previousHook previousHook.Restore
previousHook.()
()
LocalPlayer.NRPBS.Health.Value >
()
State.gun ~= State.equipped ~=
()
mouseBehavior = UserInputService.MouseBehavior
mouseBehavior == .MouseBehavior.LockCenter mouseBehavior == .MouseBehavior.LockCurrentPosition
(player)
player == LocalPlayer
character = player.Character
character
humanoid = character:()
humanoid humanoid.Health <=
character:()
Settings.IgnoreTeammates TeamCheck.(LocalPlayer, character)
(hitbox)
verticalOffset = hitbox.Size.Y * Settings.HeadshotRatio
hitbox.Position + .(, verticalOffset, )
(origin, direction, position)
offset = position - origin
offset.Magnitude <
dotProduct = direction.Unit:(offset.Unit)
.(.(dotProduct, -, ))
(origin, aimPoint, character, hitList)
offset = aimPoint - origin
hitInstance = (Ray.(origin, offset.Unit * offset.Magnitude), hitList)
hitInstance ==
hitInstance:(character)
(origin, direction, hitList)
maximumAngle = .(Settings.FieldOfView) *
bestAngle = maximumAngle
bestHitbox =
bestAimPoint =
_, player (Players:())
(player)
character = player.Character
hitbox = character.Hitbox
aimPoint = (hitbox)
distance = (aimPoint - origin).Magnitude
distance > distance <= Settings.MaximumDistance
angle = (origin, direction, aimPoint)
angle < bestAngle
Settings.RequireVisibility (origin, aimPoint, character, hitList)
bestAngle = angle
bestHitbox = hitbox
bestAimPoint = aimPoint
bestHitbox, bestAimPoint
(ray)
originOffset = (ray.Origin - Camera.CFrame.Position).Magnitude
originOffset <= Settings.CameraOriginTolerance ray.Direction.Magnitude >= Settings.MinimumWeaponRange
(ray, hitList)
Settings.SilentAimEnabled (ray)
hitbox, aimPoint = (ray.Origin, ray.Direction, hitList)
hitbox
hitbox, aimPoint, .(, , ), hitbox.Material
(ray, hitList)
()
Settings.InfiniteAmmoEnabled
gun = State.gun
gun
capacity = .(General.(gun), Settings.MaximumAmmoGuard)
State.equipped ==
State.primarymode ==
State.primarygrenades <
State.primarygrenades =
Bridge.CountAmmo:()
State.storedgrenades < Settings.ReserveAmmo
State.storedgrenades = Settings.ReserveAmmo
Bridge.CountAmmo:()
State.ammocount < capacity
State.ammocount = capacity
Bridge.CountAmmo:()
State.primarystored < Settings.ReserveAmmo
State.primarystored = Settings.ReserveAmmo
Bridge.CountAmmo:()
State.equipped ==
State.ammo2count < capacity
State.ammo2count = capacity
Bridge.CountAmmo:()
State.secondarystored < Settings.ReserveAmmo
State.secondarystored = Settings.ReserveAmmo
Bridge.CountAmmo:()
(hitList)
Settings.AutoFireEnabled
() ()
Settings.RequireMouseLocked ()
State.equipped == Settings.AutoFireMeleeEnabled
State.reloading State.equipping State.taunting
hitbox = (Camera.CFrame.Position, Camera.CFrame.LookVector, hitList)
hitbox ~=
GeneralFunctions.cast = (HookedCast)
renderConnection = RunService.RenderStepped:(()
()
hitList = ()
autoFire = (hitList)
playerHolding = UserInputService:(.UserInputType.MouseButton1)
autoFire playerHolding
State.Held1 =
State.Held1 =
)
().ArsenalCombatAssist = {
Settings = Settings,
FindTarget = FindTarget,
IsWeaponRay = IsWeaponRay,
MaintainAmmo = MaintainAmmo,
ShouldAutoFire = ShouldAutoFire,
OriginalCast = OriginalCast,
Restore = ()
GeneralFunctions.cast = OriginalCast
renderConnection:()
State.Held1 =
().ArsenalCombatAssist =
,
}uwu