Run it
Copy the script and paste it into your executor.
Players = :()
RunService = :()
UserInputService = :()
ReplicatedStorage = :()
Stats = :()
LocalPlayer = Players.LocalPlayer
Mouse = LocalPlayer:()
Config = {
ESP_Enabled = ,
ESP_Boxes = ,
ESP_Names = ,
ESP_Distance = ,
ESP_Skeleton = ,
ESP_Weapons = ,
ESP_MaxDist = ,
ESP_Offscreen = ,
ESP_AimDir = ,
ESP_LookingAtYou = ,
ESP_Tracers = ,
ESP_Velocity = ,
ESP_Shield = ,
RADAR_Enabled = ,
RADAR_Size = ,
RADAR_Circle = ,
AIM_Enabled = ,
AIM_FOV = ,
AIM_Smooth = ,
AIM_ShowFOV = ,
AIM_WallCheck = ,
AIM_IgnoreShielded = ,
AIM_IgnoreLobby = ,
TRIGGER_Enabled = ,
TRIGGER_Delay = ,
RAGE_Enabled = ,
RAGE_PrioVisible = ,
RAGE_PrioThreat = ,
RAGE_AutoShoot = ,
MISC_WalkSpeed = ,
MISC_FOV = ,
MISC_FullBright = ,
MISC_NoFog = ,
MISC_AutoRespawn = ,
MenuOpen =
}
Tuning = {
VisibilityRefreshRate = ,
WeaponRefreshRate = ,
ShieldDuration = ,
BoxWidthRatio = ,
NameOffset = ,
DistOffset = ,
WeaponOffset = ,
LookingOffset = ,
ShieldOffset = ,
OffscreenEdgeDist = ,
OffscreenArrowSize = ,
AimLineLength = ,
LookingThreshold = ,
RadarRange = ,
RadarDotSize = ,
RadarArrowSize = ,
TriggerRadius = ,
RageShootDelay = ,
RageDistWeight = ,
RageVisibleWeight = ,
RageThreatWeight = ,
RageMaxDist =
}
Bones = {
{, },
{, },
{, },
{, },
{, },
{, },
{, },
{, },
{, },
{, },
{, },
{, },
{, },
{, }
}
R6Bones = {
{, },
{, },
{, },
{, },
{, }
}
Colors = {
Enemy = .(, , ),
EnemyVisible = .(, , ),
Lobby = .(, , ),
Shielded = .(, , ),
Skeleton = .(, , ),
SkeletonVisible = .(, , ),
LookingAtYou = .(, , ),
AimDir = .(, , ),
Weapon = .(, , ),
Tracer = .(, , ),
RadarBg = .(, , ),
RadarBorder = .(, , ),
RadarYou = .(, , ),
RadarEnemy = .(, , ),
MenuBg = .(, , ),
MenuHighlight = .(, , ),
MenuOn = .(, , ),
MenuOff = .(, , ),
MenuText = .(, , )
}
Timers = {
lastVisRefresh = ,
lastWeaponRefresh = ,
warningEnd =
}
Cache = {
visibility = {},
weapons = {},
shields = {}
}
OriginalLighting = {
Brightness = .Lighting.Brightness,
Ambient = .Lighting.Ambient,
OutdoorAmbient = .Lighting.OutdoorAmbient,
FogEnd = .Lighting.FogEnd,
FogStart = .Lighting.FogStart
}
Connections = {}
Unloaded =
Team = {}
Team.(char)
_, p (Players:())
p.Character == char p
Team.(char)
player = Team.(char)
player LocalPlayer.Team player.Team
player.Team == LocalPlayer.Team
Team.(char)
player = Team.(char)
player player.Team
player.Team.Name ==
Team.(char)
Cache.shields[char] () < Cache.shields[char]
Team.(char)
Cache.shields[char] = () + Tuning.ShieldDuration
Util = {}
Util.(character)
character
cam = .CurrentCamera
cam
origin = cam.CFrame.Position
parts = {, , , }
rayParams = RaycastParams.()
rayParams.FilterType = .RaycastFilterType.Blacklist
filter = {cam}
LocalPlayer.Character .(filter, LocalPlayer.Character)
.(filter, character)
rayParams.FilterDescendantsInstances = filter
_, partName (parts)
part = character:(partName)
part
dir = (part.Position - origin)
result = :(origin, dir.Unit * dir.Magnitude, rayParams)
result (result.Position - part.Position).Magnitude <
Util.(char)
LocalPlayer.Character
myHead = LocalPlayer.Character:()
head = char:()
myHead head
toYou = (myHead.Position - head.Position).Unit
toYou:(head.CFrame.LookVector) > Tuning.LookingThreshold
Util.(char)
tool = char:()
tool tool.Name
Util.(char)
_, p (Players:())
p.Character == char p.Name
char.Name
Util.(char)
char:() ~=
Targets = {}
Targets.()
count =
_, player (Players:())
player ~= LocalPlayer player.Character
count = count +
count >
Cache.visibility[player] =
Cache.visibility[player] = Util.(player.Character)
Targets.()
_, player (Players:())
player ~= LocalPlayer player.Character
Cache.weapons[player] = Util.(player.Character)
ESP = {
cache = {},
velocityData = {}
}
ESP.()
skel = {}
i = ,
skel[i] = .()
{
Box = {.(), .(), .(), .()},
Name = .(),
Dist = .(),
Weapon = .(),
Skel = skel,
Offscreen = .(),
AimLine = .(),
LookingText = .(),
ShieldText = .(),
Tracer = .(),
VelLine = .(),
VelArrow = .()
}
ESP.(esp)
_, l (esp.Box) l.Thickness =
esp.Name.Size =
esp.Name.Font = .Fonts.Monospace
esp.Name.Center =
esp.Name.Outline =
esp.Dist.Size =
esp.Dist.Font = .Fonts.Monospace
esp.Dist.Center =
esp.Dist.Outline =
esp.Weapon.Size =
esp.Weapon.Font = .Fonts.Monospace
esp.Weapon.Outline =
_, l (esp.Skel) l.Thickness =
esp.Offscreen.Filled =
esp.Offscreen.Thickness =
esp.AimLine.Thickness =
esp.LookingText.Size =
esp.LookingText.Font = .Fonts.Monospace
esp.LookingText.Center =
esp.LookingText.Outline =
esp.ShieldText.Size =
esp.ShieldText.Font = .Fonts.Monospace
esp.ShieldText.Center =
esp.ShieldText.Outline =
esp.ShieldText.Color = Colors.Shielded
esp.Tracer.Thickness =
esp.Tracer.Color = Colors.Tracer
esp.VelLine.Thickness =
esp.VelLine.Color = .(, , )
esp.VelArrow.Filled =
esp.VelArrow.Color = .(, , )
ESP.(esp)
_, l (esp.Box) l.Visible =
esp.Name.Visible =
esp.Dist.Visible =
esp.Weapon.Visible =
_, l (esp.Skel) l.Visible =
esp.Offscreen.Visible =
esp.AimLine.Visible =
esp.LookingText.Visible =
esp.ShieldText.Visible =
esp.Tracer.Visible =
esp.VelLine.Visible =
esp.VelArrow.Visible =
ESP.(esp)
(()
_, l (esp.Box) l:()
esp.Name:()
esp.Dist:()
esp.Weapon:()
_, l (esp.Skel) l:()
esp.Offscreen:()
esp.AimLine:()
esp.LookingText:()
esp.ShieldText:()
esp.Tracer:()
esp.VelLine:()
esp.VelArrow:()
)
ESP.()
validPlayers = {}
_, p (Players:())
validPlayers[p] =
player, esp (ESP.cache)
validPlayers[player]
ESP.(esp)
ESP.(esp)
ESP.cache[player] =
ESP.velocityData[player] =
ESP.()
_, esp (ESP.cache) ESP.(esp)
ESP.(cam, screenSize, screenCenter)
Config.ESP_Enabled
ESP.()
ESP.()
_, player (Players:())
player == LocalPlayer
char = player.Character
char char:()
ESP.cache[player] ESP.(ESP.cache[player])
root = char:()
ESP.cache[player]
ESP.cache[player] = ESP.()
ESP.(ESP.cache[player])
esp = ESP.cache[player]
myChar = LocalPlayer.Character
myRoot = myChar myChar:()
dist = myRoot (root.Position - myRoot.Position).Magnitude
isLobby = player.Team player.Team.Name ==
dist > Config.ESP_MaxDist
ESP.(esp)
ESP.(esp, player, char, root, , cam, screenSize, screenCenter, dist, , isLobby)
ESP.(esp, player, char, root, hum, cam, screenSize, screenCenter, dist, isTeam, isLobby)
head = char:()
headPos = head head.Position (root.Position + .(, , ))
feetPos = root.Position - .(, , )
topPos = headPos + .(, , )
rs, ron = cam:(root.Position)
hs = cam:(topPos)
fs = cam:(feetPos)
onScreen = ron rs.Z >
visible = Cache.visibility[player]
shielded = Team.(char)
col
shielded Config.ESP_Shield
col = Colors.Shielded
isLobby
col = Colors.Lobby
col = visible Colors.EnemyVisible Colors.Enemy
skelCol = visible Colors.SkeletonVisible Colors.Skeleton
lookingAtYou = visible Util.(char)
onScreen
ESP.(esp)
Config.ESP_Offscreen visible
screenPos = cam:(root.Position)
dx, dy = screenPos.X - screenCenter.X, screenPos.Y - screenCenter.Y
angle = .(dy, dx)
arrowX = .(screenCenter.X + .(angle) * (screenSize.X/ - Tuning.OffscreenEdgeDist), Tuning.OffscreenEdgeDist, screenSize.X - Tuning.OffscreenEdgeDist)
arrowY = .(screenCenter.Y + .(angle) * (screenSize.Y/ - Tuning.OffscreenEdgeDist), Tuning.OffscreenEdgeDist, screenSize.Y - Tuning.OffscreenEdgeDist)
fwd = .(.(angle), .(angle))
right = .(-fwd.Y, fwd.X)
pos = .(arrowX, arrowY)
esp.Offscreen.PointA = pos + fwd * Tuning.OffscreenArrowSize
esp.Offscreen.PointB = pos - fwd * Tuning.OffscreenArrowSize/ - right * Tuning.OffscreenArrowSize/
esp.Offscreen.PointC = pos - fwd * Tuning.OffscreenArrowSize/ + right * Tuning.OffscreenArrowSize/
esp.Offscreen.Color = Colors.EnemyVisible
esp.Offscreen.Visible =
esp.Offscreen.Visible =
boxTop, boxBottom = hs.Y, fs.Y
boxHeight = .(boxBottom - boxTop)
boxWidth = boxHeight * Tuning.BoxWidthRatio
cx = rs.X
Config.ESP_Boxes
esp.Box[].From = .(cx - boxWidth/, boxTop)
esp.Box[].To = .(cx + boxWidth/, boxTop)
esp.Box[].From = .(cx + boxWidth/, boxTop)
esp.Box[].To = .(cx + boxWidth/, boxBottom)
esp.Box[].From = .(cx + boxWidth/, boxBottom)
esp.Box[].To = .(cx - boxWidth/, boxBottom)
esp.Box[].From = .(cx - boxWidth/, boxBottom)
esp.Box[].To = .(cx - boxWidth/, boxTop)
_, l (esp.Box) l.Color = col; l.Visible =
_, l (esp.Box) l.Visible =
Config.ESP_Names
esp.Name.Text = player.Name
esp.Name.Position = .(cx, hs.Y - Tuning.NameOffset)
esp.Name.Color = col
esp.Name.Visible =
esp.Name.Visible =
Config.ESP_Distance
esp.Dist.Text = .(dist) ..
esp.Dist.Position = .(cx, fs.Y + Tuning.DistOffset)
esp.Dist.Color = .(, , )
esp.Dist.Visible =
esp.Dist.Visible =
Config.ESP_Weapons
weapon = Cache.weapons[player]
weapon
esp.Weapon.Text = .. weapon ..
esp.Weapon.Position = .(cx + boxWidth/ + Tuning.WeaponOffset, rs.Y)
esp.Weapon.Color = Colors.Weapon
esp.Weapon.Visible =
esp.Weapon.Visible =
esp.Weapon.Visible =
Config.ESP_Skeleton
bones = Util.(char) R6Bones Bones
i, b (bones)
esp.Skel[i]
p1, p2 = char:(b[]), char:(b[])
p1 p2
s1, o1 = cam:(p1.Position)
s2, o2 = cam:(p2.Position)
o1 o2 s1.Z > s2.Z >
esp.Skel[i].From = .(s1.X, s1.Y)
esp.Skel[i].To = .(s2.X, s2.Y)
esp.Skel[i].Color = skelCol
esp.Skel[i].Visible =
esp.Skel[i].Visible =
esp.Skel[i].Visible =
i = #bones + , #esp.Skel
esp.Skel[i] esp.Skel[i].Visible =
_, l (esp.Skel) l.Visible =
Config.ESP_AimDir head
aimEnd = head.Position + head.CFrame.LookVector * Tuning.AimLineLength
aimScreen, aimOn = cam:(aimEnd)
headScreen = cam:(head.Position)
aimOn headScreen.Z >
esp.AimLine.From = .(headScreen.X, headScreen.Y)
esp.AimLine.To = .(aimScreen.X, aimScreen.Y)
esp.AimLine.Color = Colors.AimDir
esp.AimLine.Visible =
esp.AimLine.Visible =
esp.AimLine.Visible =
Config.ESP_LookingAtYou lookingAtYou
esp.LookingText.Text =
esp.LookingText.Position = .(cx, hs.Y - Tuning.LookingOffset)
esp.LookingText.Color = Colors.LookingAtYou
esp.LookingText.Visible =
esp.LookingText.Visible =
Config.ESP_Shield shielded
remaining = Cache.shields[char] - ()
esp.ShieldText.Text = .. .(, .(, remaining)) ..
esp.ShieldText.Position = .(cx, hs.Y - Tuning.ShieldOffset)
esp.ShieldText.Visible =
esp.ShieldText.Visible =
Config.ESP_Tracers
esp.Tracer.From = .(screenCenter.X, screenSize.Y)
esp.Tracer.To = .(cx, fs.Y)
esp.Tracer.Color = visible Colors.EnemyVisible Colors.Tracer
esp.Tracer.Visible =
esp.Tracer.Visible =
vd = ESP.velocityData[player]
vd
vd = {pos = root.Position, vel = .zero, time = ()}
ESP.velocityData[player] = vd
now = ()
dt = now - vd.time
dt >
rawVel = (root.Position - vd.pos) / dt
vd.vel = vd.vel * + rawVel *
vd.pos = root.Position
vd.time = now
Config.ESP_Velocity
velFlat = .(vd.vel.X, , vd.vel.Z)
velMag = velFlat.Magnitude
velMag >
futurePos = root.Position + velFlat.Unit * .(velMag * , , )
futureScreen, futureOn = cam:(futurePos)
futureOn futureScreen.Z >
esp.VelLine.From = .(rs.X, rs.Y)
esp.VelLine.To = .(futureScreen.X, futureScreen.Y)
esp.VelLine.Visible =
dx, dy = futureScreen.X - rs.X, futureScreen.Y - rs.Y
len = .(dx*dx + dy*dy)
len >
fx, fy = dx/len, dy/len
esp.VelArrow.PointA = .(futureScreen.X, futureScreen.Y)
esp.VelArrow.PointB = .(futureScreen.X - fx* + fy*, futureScreen.Y - fy* - fx*)
esp.VelArrow.PointC = .(futureScreen.X - fx* - fy*, futureScreen.Y - fy* + fx*)
esp.VelArrow.Visible =
esp.VelArrow.Visible =
esp.VelLine.Visible =
esp.VelArrow.Visible =
esp.VelLine.Visible =
esp.VelArrow.Visible =
esp.VelLine.Visible =
esp.VelArrow.Visible =
Radar = {
bg = .(),
circleBg = .(),
border = .(),
circleBorder = .(),
cross1 = .(),
cross2 = .(),
center = .(),
dots = {}
}
Radar.bg.Filled =
Radar.bg.Color = Colors.RadarBg
Radar.bg.Transparency =
Radar.circleBg.Filled =
Radar.circleBg.Color = Colors.RadarBg
Radar.circleBg.Transparency =
Radar.circleBg.NumSides =
Radar.border.Filled =
Radar.border.Color = Colors.RadarBorder
Radar.border.Thickness =
Radar.circleBorder.Filled =
Radar.circleBorder.Color = Colors.RadarBorder
Radar.circleBorder.Thickness =
Radar.circleBorder.NumSides =
Radar.cross1.Color = .(, , )
Radar.cross1.Thickness =
Radar.cross2.Color = .(, , )
Radar.cross2.Thickness =
Radar.center.Filled =
Radar.center.Color = Colors.RadarYou
i = ,
d = .()
d.Filled =
d.Visible =
Radar.dots[i] = d
Radar.()
Radar.bg.Visible =
Radar.circleBg.Visible =
Radar.border.Visible =
Radar.circleBorder.Visible =
Radar.center.Visible =
Radar.cross1.Visible =
Radar.cross2.Visible =
_, d (Radar.dots) d.Visible =
Radar.(cam)
Config.RADAR_Enabled
Radar.()
size = Config.RADAR_Size
pos = .(cam.ViewportSize.X - size - , )
center = pos + .(size/, size/)
Config.RADAR_Circle
Radar.bg.Visible =
Radar.border.Visible =
Radar.circleBg.Position = center
Radar.circleBg.Radius = size/
Radar.circleBg.Visible =
Radar.circleBorder.Position = center
Radar.circleBorder.Radius = size/
Radar.circleBorder.Visible =
Radar.circleBg.Visible =
Radar.circleBorder.Visible =
Radar.bg.Position = pos
Radar.bg.Size = .(size, size)
Radar.bg.Visible =
Radar.border.Position = pos
Radar.border.Size = .(size, size)
Radar.border.Visible =
Radar.cross1.From = .(center.X, pos.Y + )
Radar.cross1.To = .(center.X, pos.Y + size - )
Radar.cross1.Visible =
Radar.cross2.From = .(pos.X + , center.Y)
Radar.cross2.To = .(pos.X + size - , center.Y)
Radar.cross2.Visible =
myChar = LocalPlayer.Character
myRoot = myChar myChar:()
myLook = cam.CFrame.LookVector
myRoot
Radar.center.Visible =
_, d (Radar.dots) d.Visible =
myAngle = .(-myLook.X, -myLook.Z)
cosA, sinA = .(myAngle), .(myAngle)
scale = (size/ - ) / Tuning.RadarRange
idx =
_, player (Players:())
player == LocalPlayer
idx > #Radar.dots
char = player.Character
char
root = char:()
root
isLobby = player.Team player.Team.Name ==
isShielded = Team.(char)
rx, rz = root.Position.X - myRoot.Position.X, root.Position.Z - myRoot.Position.Z
dist2D = .(rx^ + rz^)
dist2D < Tuning.RadarRange
rotX = rx * cosA - rz * sinA
rotZ = rx * sinA + rz * cosA
radarX, radarY = rotX * scale, rotZ * scale
maxD = size/ -
rDist = .(radarX^ + radarY^)
rDist > maxD
radarX, radarY = radarX/rDist*maxD, radarY/rDist*maxD
dotPos = center + .(radarX, radarY)
dot = Radar.dots[idx]
head = char:()
eAngle = head .(-head.CFrame.LookVector.X, -head.CFrame.LookVector.Z) - myAngle
eFwd = .(-.(eAngle), -.(eAngle))
eRight = .(-eFwd.Y, eFwd.X)
dot.PointA = dotPos + eFwd * Tuning.RadarDotSize
dot.PointB = dotPos - eFwd * Tuning.RadarDotSize/ + eRight * Tuning.RadarDotSize/
dot.PointC = dotPos - eFwd * Tuning.RadarDotSize/ - eRight * Tuning.RadarDotSize/
dot.Color = isLobby Colors.Lobby (isShielded Colors.Shielded Colors.RadarEnemy)
dot.Visible =
idx = idx +
i = idx, #Radar.dots Radar.dots[i].Visible =
Radar.center.PointA = center + .(, -Tuning.RadarArrowSize)
Radar.center.PointB = center + .(-Tuning.RadarArrowSize/, Tuning.RadarArrowSize/)
Radar.center.PointC = center + .(Tuning.RadarArrowSize/, Tuning.RadarArrowSize/)
Radar.center.Visible =
Aimbot = {
aiming = ,
locked = ,
fov = .()
}
Aimbot.fov.Thickness =
Aimbot.fov.NumSides =
Aimbot.fov.Filled =
Aimbot.fov.Transparency =
Connections.mb2down = Mouse.Button2Down:(()
Aimbot.aiming =
Aimbot.locked =
)
Connections.mb2up = Mouse.Button2Up:(()
Aimbot.aiming =
Aimbot.locked =
)
Aimbot.(cam)
center = .(cam.ViewportSize.X/, cam.ViewportSize.Y/)
myChar = LocalPlayer.Character
myRoot = myChar myChar:()
myRoot
best, bestDist = , .huge
_, player (Players:())
player == LocalPlayer
char = player.Character
char
root = char:()
root
isLobby = player.Team player.Team.Name ==
shielded = Team.(char)
Config.AIM_IgnoreLobby isLobby
Config.AIM_IgnoreShielded shielded
Config.AIM_WallCheck Cache.visibility[player]
head = char:()
head
sp, on = cam:(head.Position)
on sp.Z >
sDist = (.(sp.X, sp.Y) - center).Magnitude
sDist <= Config.AIM_FOV
wDist = (root.Position - myRoot.Position).Magnitude
wDist < bestDist
bestDist = wDist
best = char
best
Aimbot.(cam, screenCenter)
Config.AIM_Enabled Config.AIM_ShowFOV
Aimbot.fov.Position = screenCenter
Aimbot.fov.Radius = Config.AIM_FOV
Aimbot.fov.Color = (Aimbot.aiming Aimbot.locked) .(, , ) .(, , )
Aimbot.fov.Visible =
Aimbot.fov.Visible =
RunService:(, .RenderPriority.Camera.Value + , ()
Unloaded Config.AIM_Enabled
rmb = UserInputService:(.UserInputType.MouseButton2)
(Aimbot.aiming rmb)
Aimbot.locked =
cam = .CurrentCamera
cam
Aimbot.locked Aimbot.locked.Parent Aimbot.locked:()
Aimbot.locked = Aimbot.(cam)
Aimbot.locked
head = Aimbot.locked:()
hum = Aimbot.locked:()
head hum hum.Health <=
Aimbot.locked =
goal = .(cam.CFrame.Position, head.Position)
newCF
Config.AIM_Smooth <=
newCF = goal
alpha = .( - (Config.AIM_Smooth/)*, , )
newCF = cam.CFrame:(goal, alpha)
cam.CFrame = newCF
)
Trigger = {
active = ,
lastShot =
}
Trigger.(cam)
center = .(cam.ViewportSize.X/, cam.ViewportSize.Y/)
_, player (Players:())
player == LocalPlayer
char = player.Character
char
isLobby = player.Team player.Team.Name ==
shielded = Team.(char)
isLobby shielded
visible = Cache.visibility[player]
visible
_, pn ({, , })
p = char:(pn)
p
sp, on = cam:(p.Position)
on sp.Z > (.(sp.X, sp.Y) - center).Magnitude < Tuning.TriggerRadius
Trigger.()
(()
mouse1click
()
)
(()
mousebuttonclick
()
)
(()
click
()
)
Trigger.()
Trigger.active =
Config.TRIGGER_Enabled Unloaded
(()
cam = .CurrentCamera
cam Trigger.(cam)
now = () *
now - Trigger.lastShot >= Config.TRIGGER_Delay
Trigger.()
Trigger.lastShot = now
)
.()
Trigger.active =
.(()
Unloaded
Config.TRIGGER_Enabled Trigger.active
.(Trigger.run)
.()
)
Rage = {
active = ,
currentTarget = ,
lastShot = ,
indicator = .()
}
Rage.indicator.Size =
Rage.indicator.Font = .Fonts.Monospace
Rage.indicator.Center =
Rage.indicator.Outline =
Rage.indicator.Color = .(, , )
Rage.indicator.Text =
Rage.indicator.Visible =
Rage.(player, myRoot, cam)
char = player.Character
char -
root = char:()
root -
hum = char:()
hum hum.Health <= -
isLobby = player.Team player.Team.Name ==
isLobby -
shielded = Team.(char)
shielded -
dist = (root.Position - myRoot.Position).Magnitude
dist > Tuning.RageMaxDist -
score =
score = score - (dist / Tuning.RageMaxDist) * Tuning.RageDistWeight
visible = Cache.visibility[player]
visible Config.RAGE_PrioVisible
score = score + Tuning.RageVisibleWeight
Config.RAGE_PrioThreat
head = char:()
head myRoot
myHead = LocalPlayer.Character LocalPlayer.Character:()
myHead
toYou = (myHead.Position - head.Position).Unit
lookDot = toYou:(head.CFrame.LookVector)
lookDot >
score = score + Tuning.RageThreatWeight * lookDot
score
Rage.(cam)
myChar = LocalPlayer.Character
myRoot = myChar myChar:()
myRoot
best, bestScore = , -
_, player (Players:())
player == LocalPlayer
score = Rage.(player, myRoot, cam)
score > bestScore
bestScore = score
best = player.Character
best
Rage.(target, cam)
target
head = target:()
head
goal = .(cam.CFrame.Position, head.Position)
cam.CFrame = goal
Rage.()
(()
mouse1click ()
)
(()
mousebuttonclick ()
)
(()
click ()
)
Rage.()
Rage.active =
Config.RAGE_Enabled Unloaded
(()
cam = .CurrentCamera
cam
target = Rage.(cam)
target target ~= Rage.currentTarget
Rage.currentTarget = target
Rage.currentTarget Rage.currentTarget.Parent
Rage.currentTarget = target
Rage.currentTarget
hum = Rage.currentTarget:()
hum hum.Health <=
Rage.currentTarget = target
Team.(Rage.currentTarget)
Rage.currentTarget = target
Rage.currentTarget
Rage.(Rage.currentTarget, cam)
Config.RAGE_AutoShoot
now = () *
now - Rage.lastShot >= Tuning.RageShootDelay
visible =
_, p (Players:())
p.Character == Rage.currentTarget
visible = Cache.visibility[p]
visible
Rage.()
Rage.lastShot = now
)
.()
Rage.active =
Rage.currentTarget =
Rage.indicator.Visible =
Rage.(cam, screenCenter)
Config.RAGE_Enabled
Rage.indicator.Position = .(screenCenter.X, )
Rage.indicator.Visible =
Rage.currentTarget
name =
_, p (Players:())
p.Character == Rage.currentTarget
name = p.Name
Rage.indicator.Text = .. name
Rage.indicator.Text =
Rage.indicator.Visible =
.(()
Unloaded
Config.RAGE_Enabled Rage.active
.(Rage.run)
.()
)
Menu = {
selected = ,
drawings = {},
items = {
{name = , key = , = },
{name = , key = , = , parent = },
{name = , key = , = , parent = },
{name = , key = , = , parent = },
{name = , key = , = , parent = },
{name = , key = , = , parent = },
{name = , key = , = , parent = },
{name = , key = , = , parent = },
{name = , key = , = , parent = },
{name = , key = , = , parent = },
{name = , key = , = , parent = },
{name = , key = , = , parent = },
{name = , key = , = , min = , max = , step = , parent = },
{name = , = },
{name = , key = , = },
{name = , key = , = , min = , max = , step = , parent = },
{name = , key = , = , parent = },
{name = , = },
{name = , key = , = },
{name = , key = , = , min = , max = , step = , parent = },
{name = , key = , = , min = , max = , step = , parent = },
{name = , key = , = , parent = },
{name = , key = , = , parent = },
{name = , key = , = , parent = },
{name = , key = , = , parent = },
{name = , = },
{name = , key = , = },
{name = , key = , = , min = , max = , step = , parent = },
{name = , = },
{name = , key = , = },
{name = , key = , = , parent = },
{name = , key = , = , parent = },
{name = , key = , = , parent = },
{name = , = },
{name = , = },
{name = , key = , = , min = , max = , step = },
{name = , key = , = , min = , max = , step = },
{name = , key = , = },
{name = , key = , = },
{name = , key = , = }
},
bg = .(),
border = .(),
title = .(),
stats = .(),
warning = {
bg = .(),
border = .(),
title = .(),
text1 = .(),
text2 = .()
}
}
Menu.bg.Position = .(, )
Menu.bg.Color = Colors.MenuBg
Menu.bg.Filled =
Menu.bg.Transparency =
Menu.border.Position = .(, )
Menu.border.Color = Colors.MenuHighlight
Menu.border.Filled =
Menu.border.Thickness =
Menu.title.Position = .(, )
Menu.title.Text =
Menu.title.Size =
Menu.title.Font = .Fonts.Monospace
Menu.title.Color = .(, , )
Menu.title.Outline =
Menu.stats.Size =
Menu.stats.Font = .Fonts.Monospace
Menu.stats.Color = .(, , )
Menu.stats.Outline =
Menu.warning.bg.Filled =
Menu.warning.bg.Color = .(, , )
Menu.warning.bg.Transparency =
Menu.warning.bg.Visible =
Menu.warning.border.Filled =
Menu.warning.border.Color = .(, , )
Menu.warning.border.Thickness =
Menu.warning.border.Visible =
Menu.warning.title.Size =
Menu.warning.title.Font = .Fonts.Monospace
Menu.warning.title.Color = .(, , )
Menu.warning.title.Outline =
Menu.warning.title.Center =
Menu.warning.title.Text =
Menu.warning.title.Visible =
Menu.warning.text1.Size =
Menu.warning.text1.Font = .Fonts.Monospace
Menu.warning.text1.Color = .(, , )
Menu.warning.text1.Outline =
Menu.warning.text1.Center =
Menu.warning.text1.Text =
Menu.warning.text1.Visible =
Menu.warning.text2.Size =
Menu.warning.text2.Font = .Fonts.Monospace
Menu.warning.text2.Color = .(, , )
Menu.warning.text2.Outline =
Menu.warning.text2.Center =
Menu.warning.text2.Text =
Menu.warning.text2.Visible =
i = , #Menu.items
t = .()
t.Size =
t.Font = .Fonts.Monospace
t.Outline =
Menu.drawings[i] = t
Menu.(cam)
cx = cam.ViewportSize.X /
w, h = ,
Menu.warning.bg.Position = .(cx - w/, )
Menu.warning.bg.Size = .(w, h)
Menu.warning.bg.Visible =
Menu.warning.border.Position = .(cx - w/, )
Menu.warning.border.Size = .(w, h)
Menu.warning.border.Visible =
Menu.warning.title.Position = .(cx, )
Menu.warning.title.Visible =
Menu.warning.text1.Position = .(cx, )
Menu.warning.text1.Visible =
Menu.warning.text2.Position = .(cx, )
Menu.warning.text2.Visible =
Timers.warningEnd = () +
Menu.()
Timers.warningEnd > () > Timers.warningEnd
Menu.warning.bg.Visible =
Menu.warning.border.Visible =
Menu.warning.title.Visible =
Menu.warning.text1.Visible =
Menu.warning.text2.Visible =
Timers.warningEnd =
Menu.()
Config.MenuOpen
Menu.bg.Visible =
Menu.border.Visible =
Menu.title.Visible =
Menu.stats.Visible =
_, d (Menu.drawings) d.Visible =
y, count = ,
i, item (Menu.items)
d = Menu.drawings[i]
show = item.parent Config[item.parent]
show
count = count +
d.Position = .(, y)
item.type ==
d.Text = item.name
d.Color = .(, , )
item.type ==
d.Text = item.name
d.Color = .(, , )
item.type ==
on = Config[item.key]
d.Text = (i == Menu.selected ) .. item.name .. (on )
d.Color = i == Menu.selected Colors.MenuHighlight (on Colors.MenuOn Colors.MenuOff)
item.type ==
d.Text = (i == Menu.selected ) .. item.name .. .. .(Config[item.key])
d.Color = i == Menu.selected Colors.MenuHighlight Colors.MenuText
d.Visible =
y = y +
d.Visible =
statsY = y +
ping =
(()
ping = .(Stats.Network.ServerStatsItem[]:())
)
health =
LocalPlayer.Character LocalPlayer.Character:()
health = .(LocalPlayer.Character:().Health)
Menu.stats.Text = .. health .. .. ping ..
Menu.stats.Position = .(, statsY)
Menu.stats.Visible =
Menu.bg.Size = .(, statsY - + )
Menu.border.Size = .(, statsY - + )
Menu.bg.Visible =
Menu.border.Visible =
Menu.title.Visible =
()
LocalPlayer.Character
humanoid = LocalPlayer.Character:()
humanoid
humanoid.WalkSpeed = Config.MISC_WalkSpeed
.CurrentCamera.FieldOfView = Config.MISC_FOV
Config.MISC_FullBright
.Lighting.Brightness =
.Lighting.Ambient = .(, , )
.Lighting.OutdoorAmbient = .(, , )
.Lighting.Brightness = OriginalLighting.Brightness
.Lighting.Ambient = OriginalLighting.Ambient
.Lighting.OutdoorAmbient = OriginalLighting.OutdoorAmbient
Config.MISC_NoFog
.Lighting.FogEnd =
.Lighting.FogStart =
.Lighting.FogEnd = OriginalLighting.FogEnd
.Lighting.FogStart = OriginalLighting.FogStart
autoRespawnLastFire =
()
Config.MISC_AutoRespawn
:(LocalPlayer.Name)
() - autoRespawnLastFire >=
remotes = ReplicatedStorage:()
remotes remotes:()
remotes.Command:()
autoRespawnLastFire = ()
()
Unloaded
Unloaded =
Config.TRIGGER_Enabled =
Config.RAGE_Enabled =
Trigger.active =
Rage.active =
(() RunService:() )
_, c (Connections)
(() c:() )
_, esp (ESP.cache) ESP.(esp)
Radar.bg:()
Radar.circleBg:()
Radar.border:()
Radar.circleBorder:()
Radar.cross1:()
Radar.cross2:()
Radar.center:()
_, d (Radar.dots) d:()
Aimbot.fov:()
Rage.indicator:()
Menu.bg:()
Menu.border:()
Menu.title:()
Menu.stats:()
_, d (Menu.drawings) d:()
Menu.warning.bg:()
Menu.warning.border:()
Menu.warning.title:()
Menu.warning.text1:()
Menu.warning.text2:()
.Lighting.Brightness = OriginalLighting.Brightness
.Lighting.Ambient = OriginalLighting.Ambient
.Lighting.OutdoorAmbient = OriginalLighting.OutdoorAmbient
.Lighting.FogEnd = OriginalLighting.FogEnd
.Lighting.FogStart = OriginalLighting.FogStart
Connections.input = UserInputService.InputBegan:((input, gp)
input.KeyCode == .KeyCode.Home
()
input.KeyCode == .KeyCode.Insert gp
Config.MenuOpen = Config.MenuOpen
Config.MenuOpen
input.KeyCode == .KeyCode.Up
Menu.selected = Menu.selected -
Menu.selected < Menu.selected = #Menu.items
Menu.items[Menu.selected].type ~= Menu.items[Menu.selected].type ~= ( Menu.items[Menu.selected].parent Config[Menu.items[Menu.selected].parent])
input.KeyCode == .KeyCode.Down
Menu.selected = Menu.selected +
Menu.selected > #Menu.items Menu.selected =
Menu.items[Menu.selected].type ~= Menu.items[Menu.selected].type ~= ( Menu.items[Menu.selected].parent Config[Menu.items[Menu.selected].parent])
input.KeyCode == .KeyCode.Left input.KeyCode == .KeyCode.Right
item = Menu.items[Menu.selected]
item item.type ==
Config[item.key] = Config[item.key]
item.key == Config.AIM_Enabled
Menu.(.CurrentCamera)
item.key == Config.RAGE_Enabled
Menu.warning.text1.Text =
Menu.warning.text2.Text =
Menu.(.CurrentCamera)
item item.type ==
input.KeyCode == .KeyCode.Left
Config[item.key] = .(item.min, Config[item.key] - item.step)
Config[item.key] = .(item.max, Config[item.key] + item.step)
)
Connections.playerAdded = Players.PlayerAdded:((player)
player.CharacterAdded:((char)
Team.(char)
)
)
Connections.playerRemoving = Players.PlayerRemoving:((player)
Cache.visibility[player] =
Cache.weapons[player] =
player.Character
Cache.shields[player.Character] =
ESP.cache[player]
ESP.(ESP.cache[player])
ESP.(ESP.cache[player])
ESP.cache[player] =
ESP.velocityData[player] =
)
_, player (Players:())
player ~= LocalPlayer
player.CharacterAdded:((char)
Team.(char)
)
Connections.render = RunService.RenderStepped:(()
Unloaded
cam = .CurrentCamera
cam
screenSize = cam.ViewportSize
screenCenter = .(screenSize.X/, screenSize.Y/)
now = ()
now - Timers.lastVisRefresh > Tuning.VisibilityRefreshRate
Timers.lastVisRefresh = now
Targets.()
now - Timers.lastWeaponRefresh > Tuning.WeaponRefreshRate
Timers.lastWeaponRefresh = now
Targets.()
()
()
ESP.(cam, screenSize, screenCenter)
Radar.(cam)
Aimbot.(cam, screenCenter)
Rage.(cam, screenCenter)
Menu.()
Menu.()
)
Menu.()
NOT FOR XENO USE HIGHER UNC EXECUTOR. I will see if I make a xeno script but the drawing apis are limited..This is open source, so if something is missing or could be better, change it or request it in the comments. NO MOBILE right now. this is a PC script. I'll release a separate mobile script later. Features: ESP: Boxes Names Distance Skeleton Weapons Aim Direction Looking At You indicator Shield Indicator (with timer) Offscreen arrows Tracers Velocity/Prediction Team Check (optional) Radar: Circle or Square mode Shows enemies, shielded players (orange), and lobby players Directional indicators Configurable size Aimbot: RMB Aimbot FOV Circle Smoothing Wall Check Ignore Shielded Ignore Lobby Moves Camera Triggerbot: Auto-shoot on crosshair Delay Visibility check (no wallbang) Ignores shielded/lobby players Misc: Walk Speed Field of View Full Bright No Fog Auto Respawn Radar Color-coding RAGE BOT (BAN CHANCE! USE WITH CAUTION)

[FPS] Flick