Run it
Copy the script and paste it into your executor.
Players = :()
RunService = :()
UserInputService = :()
Lighting = :()
Camera = .CurrentCamera
LP = Players.LocalPlayer
Mouse = LP:()
Cfg = {
Aimbot = {
Enabled = ,
SilentAim = ,
Prediction = ,
AimPart = ,
FOV = ,
Smooth = ,
TeamCheck = ,
HoldKey = .KeyCode.Q,
BulletSpeed = ,
},
Triggerbot = {
Enabled = ,
Delay = ,
TeamCheck = ,
},
Hitbox = {
Enabled = ,
Size = ,
},
ESP = {
Enabled = ,
Box = ,
Name = ,
Distance = ,
Tracer = ,
HealthBar = ,
Skeleton = ,
TeamCheck = ,
MaxDist = ,
EnemyColor = .(, , ),
},
Visual = {
RainbowESP = ,
RainbowSpeed = ,
Chams = ,
ChamsColor = .(, , ),
RainbowGUI = ,
Fullbright = ,
RainbowWorld = ,
Radar = ,
RadarScale = ,
},
Crosshair = {
Enabled = ,
Color = .(, , ),
Size = ,
Gap = ,
Thick = ,
},
FOVChanger = {
Enabled = ,
Value = ,
},
Player = {
FlyEnabled = ,
FlySpeed = ,
InfJump = ,
JumpPower = ,
AntiFall = ,
NoclipEnabled = ,
},
}
FOVCircle, CHLines, RainbowBorder, RadarBG, RadarBorder, RadarCenter
CHLines = {}
RainbowBorder = {}
Pool = {}
ChamsPool = {}
RadarDots = {}
RainbowHue =
TriggerDebounce =
TriggerTimer =
R15_BONES = {
{,},{,},
{,},{,},
{,},{,},
{,},{,},
{,},{,},
}
R6_BONES = {
{,},{,},{,},
{,},{,},
}
OrigLight = {
Brightness = Lighting.Brightness,
Ambient = Lighting.Ambient,
OutdoorAmbient = Lighting.OutdoorAmbient,
}
(v)
v
Lighting.Brightness =
Lighting.Ambient = .(, , )
Lighting.OutdoorAmbient = .(, , )
Lighting.Brightness = OrigLight.Brightness
Lighting.Ambient = OrigLight.Ambient
Lighting.OutdoorAmbient = OrigLight.OutdoorAmbient
ChamsFolder = .()
ChamsFolder.Name =
ChamsFolder.Parent =
(kind, props)
o = .(kind)
k, v (props) o[k] = v
o
()
(, {Visible=, Thickness=Cfg.Crosshair.Thick, Color=Cfg.Crosshair.Color})
()
_, l (CHLines) l:()
CHLines = {}
i = , CHLines[i] = ()
()
Cfg.Player.FlyEnabled =
()
Cfg.Player.FlyEnabled =
char = LP.Character; char
hum = char:(); hum
hrp = char:(); hrp
hum:(.HumanoidStateType.Freefall, )
hum:(.HumanoidStateType.Jumping, )
hum:(.HumanoidStateType.Freefall)
hrp.AssemblyLinearVelocity = .zero
()
Cfg.Player.FlyEnabled
char = LP.Character; char
hrp = char:(); hrp
hum = char:(); hum
hum:(.HumanoidStateType.Freefall, )
hum:(.HumanoidStateType.Jumping, )
hum:(.HumanoidStateType.Physics)
cf = Camera.CFrame
dir = .zero
UserInputService:(.KeyCode.W) dir += cf.LookVector
UserInputService:(.KeyCode.S) dir -= cf.LookVector
UserInputService:(.KeyCode.A) dir -= cf.RightVector
UserInputService:(.KeyCode.D) dir += cf.RightVector
UserInputService:(.KeyCode.Space) dir += .(, , )
UserInputService:(.KeyCode.LeftControl) dir -= .(, , )
dir.Magnitude > dir = dir.Unit
hrp.AssemblyLinearVelocity = dir * Cfg.Player.FlySpeed
LP.CharacterAdded:(()
.()
Cfg.Player.FlyEnabled ()
)
Rayfield = (:())()
Win = Rayfield:({
Name = ,
LoadingTitle = ,
LoadingSubtitle = ,
ConfigurationSaving = {
Enabled = ,
FolderName = ,
FileName = ,
},
KeySystem = ,
})
T_Combat = Win:(, )
T_Visuals = Win:(, )
T_Effects = Win:(, )
T_Player = Win:(, )
T_Misc = Win:(, )
T_Combat:()
T_Combat:({ Name=, CurrentValue=, Flag=,
Callback=(v) Cfg.Aimbot.Enabled=v })
T_Combat:({ Name=, CurrentValue=, Flag=,
Callback=(v) Cfg.Aimbot.SilentAim=v })
T_Combat:({ Name=, CurrentValue=, Flag=,
Callback=(v) Cfg.Aimbot.Prediction=v })
T_Combat:({ Name=, CurrentKeybind=,
HoldToInteract=, Flag=, Callback=() })
T_Combat:({ Name=, Range={,}, Increment=,
Suffix=, CurrentValue=, Flag=,
Callback=(v) Cfg.Aimbot.FOV=v; FOVCircle FOVCircle.Radius=v })
T_Combat:({ Name=, Range={,}, Increment=,
Suffix=, CurrentValue=, Flag=,
Callback=(v) Cfg.Aimbot.Smooth=v })
T_Combat:({ Name=, Range={,}, Increment=,
Suffix=, CurrentValue=, Flag=,
Callback=(v) Cfg.Aimbot.BulletSpeed=v })
T_Combat:({ Name=,
Options={,,,,},
CurrentOption={}, Flag=,
Callback=(v) Cfg.Aimbot.AimPart=v[] })
T_Combat:({ Name=, CurrentValue=, Flag=,
Callback=(v) Cfg.Aimbot.TeamCheck=v })
T_Combat:()
T_Combat:({ Name=, CurrentValue=, Flag=,
Callback=(v) Cfg.Triggerbot.Enabled=v })
T_Combat:({ Name=, Range={,}, Increment=,
Suffix=, CurrentValue=, Flag=,
Callback=(v) Cfg.Triggerbot.Delay=v })
T_Combat:({ Name=, CurrentValue=, Flag=,
Callback=(v) Cfg.Triggerbot.TeamCheck=v })
T_Combat:()
T_Combat:({ Name=, CurrentValue=, Flag=,
Callback=(v) Cfg.Hitbox.Enabled=v })
T_Combat:({ Name=, Range={,}, Increment=,
Suffix=, CurrentValue=, Flag=,
Callback=(v) Cfg.Hitbox.Size=v })
T_Combat:()
T_Visuals:()
T_Visuals:({ Name=, CurrentValue=, Flag=,
Callback=(v) Cfg.ESP.Enabled=v })
T_Visuals:({ Name=, CurrentValue=, Flag=,
Callback=(v) Cfg.ESP.Box=v })
T_Visuals:({ Name=, CurrentValue=, Flag=,
Callback=(v) Cfg.ESP.Name=v })
T_Visuals:({ Name=, CurrentValue=, Flag=,
Callback=(v) Cfg.ESP.Distance=v })
T_Visuals:({ Name=, CurrentValue=, Flag=,
Callback=(v) Cfg.ESP.TeamCheck=v })
T_Visuals:({ Name=, Range={,},
Increment=, Suffix=, CurrentValue=, Flag=,
Callback=(v) Cfg.ESP.MaxDist=v })
T_Visuals:({ Name=,
Color=.(,,), Flag=,
Callback=(v) Cfg.ESP.EnemyColor=v })
T_Visuals:()
T_Visuals:({ Name=, CurrentValue=, Flag=,
Callback=(v) Cfg.ESP.Tracer=v })
T_Visuals:({ Name=, CurrentValue=, Flag=,
Callback=(v) Cfg.ESP.HealthBar=v })
T_Visuals:({ Name=, CurrentValue=, Flag=,
Callback=(v) Cfg.ESP.Skeleton=v })
T_Visuals:({ Name=, CurrentValue=, Flag=,
Callback=(v)
Cfg.Visual.Chams=v
_,h (ChamsPool) h.Enabled=v
})
T_Visuals:({ Name=,
Color=.(,,), Flag=,
Callback=(v)
Cfg.Visual.ChamsColor=v
_,h (ChamsPool) h.FillColor=v
})
T_Visuals:()
T_Visuals:({ Name=, CurrentValue=, Flag=,
Callback=(v) Cfg.Crosshair.Enabled=v })
T_Visuals:({ Name=, Range={,}, Increment=,
Suffix=, CurrentValue=, Flag=,
Callback=(v) Cfg.Crosshair.Size=v; () })
T_Visuals:({ Name=, Range={,}, Increment=,
Suffix=, CurrentValue=, Flag=,
Callback=(v) Cfg.Crosshair.Gap=v; () })
T_Visuals:({ Name=, Range={,}, Increment=,
Suffix=, CurrentValue=, Flag=,
Callback=(v) Cfg.Crosshair.Thick=v; () })
T_Visuals:({ Name=,
Color=.(,,), Flag=,
Callback=(v) Cfg.Crosshair.Color=v; () })
T_Visuals:()
T_Visuals:({ Name=, CurrentValue=, Flag=,
Callback=(v)
Cfg.FOVChanger.Enabled=v
v Camera.FieldOfView=
})
T_Visuals:({ Name=, Range={,}, Increment=,
Suffix=, CurrentValue=, Flag=,
Callback=(v)
Cfg.FOVChanger.Value=v
Cfg.FOVChanger.Enabled Camera.FieldOfView=v
})
T_Visuals:()
T_Visuals:({ Name=, CurrentValue=, Flag=,
Callback=(v)
Cfg.Visual.Radar=v
RadarBG RadarBG.Visible=v
RadarBorder RadarBorder.Visible=v
RadarCenter RadarCenter.Visible=v
})
T_Visuals:({ Name=, Range={,}, Increment=,
Suffix=, CurrentValue=, Flag=,
Callback=(v) Cfg.Visual.RadarScale=v/ })
T_Effects:()
T_Effects:({ Name=, CurrentValue=, Flag=,
Callback=(v) Cfg.Visual.RainbowESP=v })
T_Effects:({ Name=, CurrentValue=, Flag=,
Callback=(v)
Cfg.Visual.RainbowWorld=v
v
Lighting.Ambient=OrigLight.Ambient
Lighting.OutdoorAmbient=OrigLight.OutdoorAmbient
})
T_Effects:({ Name=, CurrentValue=, Flag=,
Callback=(v)
Cfg.Visual.RainbowGUI=v
v _,l (RainbowBorder) l.Visible=
})
T_Effects:({ Name=, Range={,}, Increment=,
Suffix=, CurrentValue=, Flag=,
Callback=(v) Cfg.Visual.RainbowSpeed=v })
T_Effects:()
T_Effects:({ Name=, CurrentValue=, Flag=,
Callback=(v)
Cfg.Visual.Fullbright=v
(v)
})
T_Effects:()
T_Effects:({ Name=,
Color=.(,,), Flag=,
Callback=(v)
Cfg.Visual.RainbowWorld Cfg.Visual.Fullbright
Lighting.Ambient=v
})
T_Player:()
T_Player:({ Name=, CurrentValue=, Flag=,
Callback=(v)
v () ()
})
T_Player:({ Name=, Range={,}, Increment=,
Suffix=, CurrentValue=, Flag=,
Callback=(v) Cfg.Player.FlySpeed=v })
T_Player:()
T_Player:({ Name=, CurrentValue=, Flag=,
Callback=(v) Cfg.Player.InfJump=v })
T_Player:({ Name=, Range={,}, Increment=,
Suffix=, CurrentValue=, Flag=,
Callback=(v)
Cfg.Player.JumpPower=v
char=LP.Character
char
hum=char:()
hum hum.JumpPower=v
})
T_Player:({ Name=, CurrentValue=, Flag=,
Callback=(v) Cfg.Player.AntiFall=v })
T_Player:({ Name=, CurrentValue=, Flag=,
Callback=(v) Cfg.Player.NoclipEnabled=v })
T_Misc:()
T_Misc:({ Name=,
Callback=()
Rayfield:({
Title = ,
Content = .(
,
Cfg.Aimbot.Enabled ,
Cfg.Aimbot.SilentAim ,
Cfg.Triggerbot.Enabled ,
Cfg.Player.FlyEnabled ,
Cfg.ESP.Enabled ,
Cfg.Visual.Chams
),
Duration=, Image=,
})
})
T_Misc:({ Name=,
Callback=()
Cfg.Visual.Fullbright=
Cfg.Visual.RainbowWorld=
()
Rayfield:({Title=,Content=,Duration=})
})
T_Misc:({ Name=,
Callback=()
Cfg.Player.JumpPower=
char=LP.Character
char
hum=char:()
hum hum.JumpPower=
})
T_Misc:()
T_Misc:()
T_Misc:()
FOVCircle = (, {
Visible=, Radius=Cfg.Aimbot.FOV,
Color=.(,,), Thickness=, Filled=,
})
()
i = ,
RainbowBorder[i] = (, {
Visible=, Thickness=, Color=.(,,),
})
RW, RH = ,
RadarBG = (, {
Visible=, Filled=, Thickness=,
Color=.(,,),
Position=.(,), Size=.(RW,RH),
})
RadarBorder = (, {
Visible=, Filled=, Thickness=,
Color=.(,,),
Position=.(,), Size=.(RW,RH),
})
RadarCenter = (, {
Visible=, Filled=, Radius=,
Color=.(,,), Thickness=,
})
(p)
skelLines = {}
i = ,
skelLines[i] = (, {
Visible=, Thickness=, Color=Cfg.ESP.EnemyColor,
})
Pool[p] = {
Box = (,{Visible=,Thickness=,Filled=,Color=Cfg.ESP.EnemyColor}),
Name = (, {Visible=,Size=,Center=,Outline=,Color=.(,,)}),
Dist = (, {Visible=,Size=,Center=,Outline=,Color=.(,,)}),
Tracer = (, {Visible=,Thickness=,Color=Cfg.ESP.EnemyColor}),
HealthBG = (,{Visible=,Filled=,Thickness=,Color=.(,,)}),
HealthBar= (,{Visible=,Filled=,Thickness=,Color=.(,,)}),
SkelLines= skelLines,
}
(p)
Pool[p]
_, o (Pool[p])
(o) ==
_, l (o) l:()
o:()
Pool[p] =
_, p (Players:()) p ~= LP (p)
Players.PlayerAdded:((p) p ~= LP (p) )
Players.PlayerRemoving:(KillESP)
(p)
ChamsPool[p]
char = p.Character; char
h = .()
h.Adornee = char
h.FillColor = Cfg.Visual.ChamsColor
h.OutlineColor = .(, , )
h.FillTransparency =
h.OutlineTransparency =
h.Enabled = Cfg.Visual.Chams
h.Parent = ChamsFolder
ChamsPool[p] = h
(p)
ChamsPool[p]
ChamsPool[p]:()
ChamsPool[p] =
_, p (Players:()) p ~= LP (p)
Players.PlayerAdded:((p)
.()
p ~= LP (p)
)
Players.PlayerRemoving:(KillChams)
(p)
RadarDots[p] = (, {
Visible=, Filled=, Radius=,
Color=Cfg.ESP.EnemyColor, Thickness=,
})
(p)
RadarDots[p] RadarDots[p]:(); RadarDots[p]=
_, p (Players:()) p ~= LP (p)
Players.PlayerAdded:((p) p ~= LP (p) )
Players.PlayerRemoving:(KillRadarDot)
UserInputService.JumpRequest:(()
Cfg.Player.InfJump
char = LP.Character; char
hum = char:()
hum hum:() ~= .HumanoidStateType.Dead
hum:(.HumanoidStateType.Jumping)
)
RunService.Stepped:(()
Cfg.Player.NoclipEnabled
char = LP.Character; char
_, p (char:())
p:() p.CanCollide =
)
(part)
hrp = part.Parent part.Parent:()
hrp part.Position
myHRP = LP.Character LP.Character:()
myHRP part.Position
travelTime = (part.Position - myHRP.Position).Magnitude / Cfg.Aimbot.BulletSpeed
part.Position + hrp.AssemblyLinearVelocity * travelTime
()
ctr = .(Camera.ViewportSize.X/, Camera.ViewportSize.Y/)
best, bestD = , Cfg.Aimbot.FOV
_, p (Players:())
p == LP
Cfg.Aimbot.TeamCheck p.Team == LP.Team
char = p.Character; char
part = char:(Cfg.Aimbot.AimPart); part
aimPos = Cfg.Aimbot.Prediction (part) part.Position
sp, vis = Camera:(aimPos)
vis
d = (.(sp.X, sp.Y) - ctr).Magnitude
d < bestD bestD=d; best={part=part, pos=aimPos}
best
()
t = Mouse.Target; t
parent = t.Parent
_, p (Players:())
p == LP
Cfg.Triggerbot.TeamCheck p.Team == LP.Team
p.Character == parent p.Character == parent.Parent
()
Cfg.Hitbox.Enabled
_, p (Players:())
p == LP
char = p.Character; char
hrp = char:(); hrp
hrp.Size = .(Cfg.Hitbox.Size, Cfg.Hitbox.Size, Cfg.Hitbox.Size)
hrp.Transparency =
RunService.RenderStepped:((dt)
vp = Camera.ViewportSize
center = .(vp.X / , vp.Y / )
RainbowHue = (RainbowHue + dt * * Cfg.Visual.RainbowSpeed) %
rainbowColor = .(RainbowHue, , )
FOVCircle.Position = center
FOVCircle.Visible = Cfg.Aimbot.Enabled Cfg.Aimbot.SilentAim
Cfg.FOVChanger.Enabled Camera.FieldOfView = Cfg.FOVChanger.Value
Cfg.Visual.RainbowWorld Cfg.Visual.Fullbright
Lighting.Ambient = .(RainbowHue, , )
Lighting.OutdoorAmbient = .((RainbowHue + ) % , , )
Cfg.Visual.RainbowGUI
c0 = .(RainbowHue, , )
c1 = .((RainbowHue+)%, , )
c2 = .((RainbowHue+)%, , )
c3 = .((RainbowHue+)%, , )
RainbowBorder[].Visible=; RainbowBorder[].Color=c0
RainbowBorder[].From=.(,); RainbowBorder[].To=.(vp.X,)
RainbowBorder[].Visible=; RainbowBorder[].Color=c1
RainbowBorder[].From=.(vp.X,); RainbowBorder[].To=.(vp.X,vp.Y)
RainbowBorder[].Visible=; RainbowBorder[].Color=c2
RainbowBorder[].From=.(vp.X,vp.Y); RainbowBorder[].To=.(,vp.Y)
RainbowBorder[].Visible=; RainbowBorder[].Color=c3
RainbowBorder[].From=.(,vp.Y); RainbowBorder[].To=.(,)
_, l (RainbowBorder) l.Visible=
_, p (Players:())
p == LP
h = ChamsPool[p]
h (p);
p.Character h.Adornee ~= p.Character
h.Adornee = p.Character
h.Enabled = Cfg.Visual.Chams ( Cfg.ESP.TeamCheck p.Team ~= LP.Team)
h.FillColor = Cfg.Visual.RainbowESP rainbowColor Cfg.Visual.ChamsColor
espColor = Cfg.Visual.RainbowESP rainbowColor Cfg.ESP.EnemyColor
_, p (Players:())
p == LP
esp = Pool[p]; esp
char = p.Character
()
esp.Box.Visible =
esp.Name.Visible =
esp.Dist.Visible =
esp.Tracer.Visible =
esp.HealthBG.Visible =
esp.HealthBar.Visible=
_, l (esp.SkelLines) l.Visible=
char Cfg.ESP.Enabled ();
Cfg.ESP.TeamCheck p.Team == LP.Team ();
root = char:()
head = char:()
root head ();
myRoot = LP.Character LP.Character:()
myRoot ();
dist3D = (root.Position - myRoot.Position).Magnitude
dist3D > Cfg.ESP.MaxDist ();
top, topV = Camera:(head.Position + .(, , ))
bot, botV = Camera:(root.Position - .(, , ))
(topV botV) ();
h = .(bot.Y - top.Y)
w = h *
esp.Box.Visible = Cfg.ESP.Box
esp.Box.Color = espColor
esp.Box.Size = .(w, h)
esp.Box.Position = .(top.X - w/, top.Y)
esp.Name.Visible = Cfg.ESP.Name
esp.Name.Color = espColor
esp.Name.Text = p.DisplayName
esp.Name.Position = .(top.X, top.Y - )
esp.Dist.Visible = Cfg.ESP.Distance
esp.Dist.Text = .(, .(dist3D/))
esp.Dist.Position = .(bot.X, bot.Y + )
esp.Tracer.Visible = Cfg.ESP.Tracer
esp.Tracer.Color = espColor
esp.Tracer.From = .(center.X, vp.Y)
esp.Tracer.To = .(bot.X, bot.Y)
hum = char:()
hp = hum (hum.Health / .(hum.MaxHealth, ))
hpColor = .(hp * , , )
barX = top.X - w/ -
esp.HealthBG.Visible = Cfg.ESP.HealthBar
esp.HealthBG.Position = .(barX, top.Y)
esp.HealthBG.Size = .(, h)
esp.HealthBar.Visible = Cfg.ESP.HealthBar
esp.HealthBar.Color = hpColor
esp.HealthBar.Size = .(, h * hp)
esp.HealthBar.Position = .(barX, top.Y + h * ( - hp))
_, l (esp.SkelLines) l.Visible=
Cfg.ESP.Skeleton
boneSet = char:() R15_BONES R6_BONES
i, pair (boneSet)
a = char:(pair[])
b = char:(pair[])
sl = esp.SkelLines[i]; sl
a b
ap, avis = Camera:(a.Position)
bp, bvis = Camera:(b.Position)
avis bvis
sl.Visible =
sl.Color = espColor
sl.From = .(ap.X, ap.Y)
sl.To = .(bp.X, bp.Y)
sl.Visible =
sl.Visible =
rpX = vp.X - RW -
rpY = vp.Y - RH -
rCX = rpX + RW /
rCY = rpY + RH /
RadarBG.Visible = Cfg.Visual.Radar
RadarBorder.Visible = Cfg.Visual.Radar
RadarCenter.Visible = Cfg.Visual.Radar
Cfg.Visual.Radar
RadarBG.Position = .(rpX, rpY)
RadarBG.Size = .(RW, RH)
RadarBorder.Position = .(rpX, rpY)
RadarBorder.Size = .(RW, RH)
RadarCenter.Position = .(rCX, rCY)
myHRP = LP.Character LP.Character:()
camYaw = .(-Camera.CFrame.LookVector.X, -Camera.CFrame.LookVector.Z)
_, p (Players:())
p == LP
rdot = RadarDots[p]; rdot
Cfg.ESP.TeamCheck p.Team == LP.Team rdot.Visible=;
pChar = p.Character
pHRP = pChar pChar:()
pHRP myHRP rdot.Visible=;
rel = pHRP.Position - myHRP.Position
rx = rel.X * .(camYaw) - rel.Z * .(camYaw)
rz = rel.X * .(camYaw) + rel.Z * .(camYaw)
px = rx * Cfg.Visual.RadarScale
pz = rz * Cfg.Visual.RadarScale
maxR = .(RW, RH) / -
mag = .(px*px + pz*pz)
mag > maxR px=px/mag*maxR; pz=pz/mag*maxR
rdot.Visible =
rdot.Color = espColor
rdot.Position = .(rCX + px, rCY + pz)
_, dot (RadarDots) dot.Visible=
target = ()
Cfg.Aimbot.Enabled UserInputService:(Cfg.Aimbot.HoldKey) target
cf = Camera.CFrame
dest = .(cf.Position, target.pos)
Camera.CFrame = cf:(dest, Cfg.Aimbot.Smooth / )
Cfg.Aimbot.SilentAim target
UserInputService:(.UserInputType.MouseButton1)
savedCF = Camera.CFrame
Camera.CFrame = .(savedCF.Position, target.pos)
.(() Camera.CFrame = savedCF )
TriggerTimer = TriggerTimer + dt *
Cfg.Triggerbot.Enabled ()
TriggerTimer >= Cfg.Triggerbot.Delay TriggerDebounce
TriggerDebounce =
TriggerTimer =
()
.(, ()
()
TriggerDebounce =
)
()
CHLines[]
s = Cfg.Crosshair.Size
g = Cfg.Crosshair.Gap
cc = Cfg.Visual.RainbowESP rainbowColor Cfg.Crosshair.Color
cx, cy = center.X, center.Y
CHLines[].Visible=Cfg.Crosshair.Enabled; CHLines[].Color=cc
CHLines[].From=.(cx,cy-g); CHLines[].To=.(cx,cy-g-s)
CHLines[].Visible=Cfg.Crosshair.Enabled; CHLines[].Color=cc
CHLines[].From=.(cx,cy+g); CHLines[].To=.(cx,cy+g+s)
CHLines[].Visible=Cfg.Crosshair.Enabled; CHLines[].Color=cc
CHLines[].From=.(cx-g,cy); CHLines[].To=.(cx-g-s,cy)
CHLines[].Visible=Cfg.Crosshair.Enabled; CHLines[].Color=cc
CHLines[].From=.(cx+g,cy); CHLines[].To=.(cx+g+s,cy)
()
char = LP.Character
char
hum = char:()
hum
Cfg.Player.FlyEnabled
hum.JumpPower = Cfg.Player.JumpPower
Cfg.Player.AntiFall
hum:(.HumanoidStateType.FallingDown, )
)
.()
Rayfield:({
Title = ,
Content = ,
Duration = ,
Image = ,
})Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: sirius.menu.
All-in-one cheat suite for Entrenched featuring aimbot with prediction & silent aim, full ESP (boxes, names, skeletons, health bars, radar), hitbox expander, triggerbot, chams, fly, noclip, infinite jump, rainbow effects, fullbright, and a clean Rayfield UI with config saving β no key system.
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