Run it
Copy the script and paste it into your executor.
() :()
library = (:())()
sex =
window = library:()
folder = window:()
folder:({text = , flag = , value = , callback = (g) timetoaim = g })
folder:({text = , flag = , value = , callback = (a) ballisticsboost = a })
folder:({text = , flag = , value = , callback = (b) ballisticsboost2 = b })
folder:({text = , flag = , key = , callback = () })
folder:({text = , flag = , key = , callback = () })
folder:({text = , flag = , key = , callback = ()
sex = sex
window.main.Visible = sex
})
library:()
plrs = :()
lplr = :().LocalPlayer
presskeytoaim = ; aimkey = library.flags.farBind; aimkey2 = library.flags.closeBind
TeamBased = ;
aimbothider = ; aimbothiderspeed =
Aim_Assist = ; Aim_Assist_Key = {.KeyCode.LeftControl, }
movementcounting =
movementcounting2 =
mouselock =
canaimat =
lockaim = ; lockangle =
cam = .Workspace.CurrentCamera
BetterDeathCount =
ballisticsboost = library.flags.aimheightFlag
ballisticsboost2 = library.flags.aimHEIGHT2Flag
mouse = lplr:()
switch =
aimatpart =
aimatpart2 =
abs = .abs
aimbotstatus = {, , , , , , , , , , , , }
mousedown =
isonmovething =
mouseoffset = .()
mousedown =
aimbotoffset = {dd = , sp = , qa = , qb = ,qc = , qd = , qe = , qf = , qg = , qh = , qi = , qj = , qk = , ql = , qm = , qn = , qo = , qp = , qq = , qr = , qs = , qt = , qu = , qv = , qx = , qy = , qz = }
plrsforaim = {}
uis = :()
mouse.KeyDown:((a)
a = a:() a:()
a == aimkey
aimatpart
maxangle = .()
i, plr (plrs:())
plr.Name ~= lplr.Name plr.Character plr.Character.Head plr.Character.Humanoid plr.Character.Humanoid.Health >
TeamBased ==
plr.Team.Name ~= lplr.Team.Name
an = (plr.Character.Head)
an < maxangle
maxangle = an
aimatpart = plr.Character.Head
an = (plr.Character.Head)
an < maxangle
maxangle = an
aimatpart = plr.Character.Head
old = aimatpart
plr.Character.Humanoid.Died:(()
aimatpart aimatpart == old
aimatpart =
)
aimatpart =
canaimat =
(, ()
canaimat =
)
a == aimkey2
aimatpart2
maxangle = .()
i, plr (plrs:())
plr.Name ~= lplr.Name plr.Character plr.Character.Head plr.Character.Humanoid plr.Character.Humanoid.Health >
an = (plr.Character.Head)
an < maxangle
maxangle = an
aimatpart2 = plr.Character.Head
old = aimatpart2
plr.Character.Humanoid.Died:(()
aimatpart2 aimatpart2 == old
aimatpart2 =
)
aimatpart2 =
canaimat =
(, ()
canaimat =
)
)
(p0, p1, deg)
x1, y1, z1 = p0:()
cf = .(p0.p, p1.p)
x2, y2, z2 = cf:()
d = .deg
deg
.((x1-x2), (y1-y2), (z1-z2))
.((x1-x2), (y1-y2), (z1-z2))
(part)
part
d = (cam.CFrame.p - part.CFrame.p).magnitude
calculatedrop
timetoaim = library.flags.predictionFlag
pos2 = .()
movementcounting ==
pos2 = part.Velocity/timetoaim
minuseddrop = (ballisticsboost+)/
ballisticsboost ~=
calculatedrop = d - (d/minuseddrop)
calculatedrop =
addative = .()
movementcounting
addative = pos2
cf = .(cam.CFrame.p, (addative + part.CFrame.p+ .(, calculatedrop, )))
aimbothider == Aim_Assist ==
cam.CFrame = cam.CFrame:(cf, aimbothiderspeed)
cam.CFrame = cf
(part)
part
d = (cam.CFrame.p - part.CFrame.p).magnitude
calculatedrop
timetoaim = library.flags.predictionFlag
pos2 = .()
movementcounting ==
pos2 = part.Velocity/timetoaim
minuseddrop = (ballisticsboost2+)/
ballisticsboost2 ~=
calculatedrop = d - (d/minuseddrop)
calculatedrop =
addative = .()
movementcounting
addative = pos2
cf = .(cam.CFrame.p, (addative + part.CFrame.p+ .(, calculatedrop, )))
aimbothider == Aim_Assist ==
cam.CFrame = cam.CFrame:(cf, aimbothiderspeed)
cam.CFrame = cf
(part)
fov = (.Workspace.CurrentCamera.CFrame, part.CFrame)
angle = .(fov.X) + .(fov.Y)
angle
(()
(, ()
()
Aim_Assist aimatpart canaimat lplr.Character lplr.Character.Humanoid lplr.Character.Humanoid.Health >
i, plr (plrs:())
minangle = .()
lastpart =
(plr)
(()
plr.Name ~= lplr.Name plr.Character plr.Character.Humanoid plr.Character.Humanoid.Health > plr.Character.Head
raycasted =
cf1 = .(cam.CFrame.p, plr.Character.Head.CFrame.p) * .(, , -)
r1 = Ray.(cf1.p, cf1.LookVector * )
obj, pos = .Workspace:(r1, {lplr.Character.Head})
dist = (plr.Character.Head.CFrame.p- pos).magnitude
dist <
raycasted =
raycasted ==
an1 = (cam.CFrame, plr.Character.Head.CFrame)
an = (an1.X) + (an1.Y)
an < minangle
minangle = an
lastpart = plr.Character.Head
)
TeamBased
plr.Team.Name ~= lplr.Team.Name
(plr)
(plr)
lastpart
aimatpart = lastpart
aimatpart.Parent.Humanoid.Died:(()
aimatpart == lastpart
aimatpart =
)
)
)
oldheadpos
lastaimapart
oldheadpos2
lastaimapart2
:().RenderStepped:((dt)
ballisticsboost = library.flags.aimheightFlag
ballisticsboost2 = library.flags.aimHEIGHT2Flag
aimkey = library.flags.farBind
aimkey2 = library.flags.closeBind
aimatpart lplr.Character lplr.Character.Head
BetterDeathCount lastaimapart lastaimapart == aimatpart
dist = (oldheadpos - aimatpart.CFrame.p).magnitude
dist >
aimatpart =
lastaimapart = aimatpart
oldheadpos = lastaimapart.CFrame.p
aimatpart.Parent == plrs.LocalPlayer.Character
aimatpart =
(aimatpart)
(()
Aim_Assist ==
cf1 = .(cam.CFrame.p, aimatpart.CFrame.p) * .(, , -)
r1 = Ray.(cf1.p, cf1.LookVector * )
obj, pos = .Workspace:(r1, {lplr.Character.Head})
dist = (aimatpart.CFrame.p- pos).magnitude
obj
obj dist >
aimatpart =
canaimat =
(, ()
canaimat =
)
)
aimatpart2 lplr.Character lplr.Character.Head
BetterDeathCount lastaimapart2 lastaimapart2 == aimatpart2
dist = (oldheadpos2 - aimatpart2.CFrame.p).magnitude
dist >
aimatpart2 =
lastaimapart2 = aimatpart2
oldheadpos2 = lastaimapart2.CFrame.p
aimatpart2.Parent == plrs.LocalPlayer.Character
aimatpart2 =
(aimatpart2)
(aimatpart2)
(()
Aim_Assist ==
cf1 = .(cam.CFrame.p, aimatpart2.CFrame.p) * .(, , -)
r1 = Ray.(cf1.p, cf1.LookVector * )
obj, pos = .Workspace:(r1, {lplr.Character.Head})
dist = (aimatpart2.CFrame.p- pos).magnitude
obj
obj dist >
aimatpart2 =
canaimat =
(, ()
canaimat =
)
)
)
Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: raw.githubusercontent.com.
one of the first best aimlock scripts during 2020 some people still use it but it was changed to "theware" and obfuscated so heres the source