Run it
Copy the script and paste it into your executor.
Rayfield = (:())()
Players = :()
RunService = :()
UserInputService = :()
Camera = .CurrentCamera
lp = Players.LocalPlayer
CFG = {
espEnabled=, boxes=, healthBars=, names=,
distances=, skeletons=, tracers=, teamCheck=,
aimbotEnabled=, fov=, smoothing=, aimbotTeamCheck=,
}
(col,thick)
l=.(); l.Color=col .(,,); l.Thickness=thick ; l.Visible=; l
(col,thick)
s=.(); s.Color=col .(,,); s.Thickness=thick ; s.Filled=; s.Visible=; s
(sz,col)
t=.(); t.Size=sz ; t.Color=col .(,,)
t.Outline=; t.OutlineColor=.(,,); t.Font=.Fonts.UI; t.Visible=; t
BONES={{,},{,},{,},{,},{,}}
LIMBS={,,,,,,}
drawings={}
(p)
d={
box=(.(,,),),
healthBg=(.(,,),),
healthFill=.(),
nameTag=(,.(,,)),
distTag=(,.(,,)),
tracer=(.(,,),),
bones={},
}
d.healthFill.Filled=; d.healthFill.Color=.(,,); d.healthFill.Visible=
i=,#BONES d.bones[i]=(.(,,),)
drawings[p]=d
(p)
d=drawings[p]; d
d.box:();d.healthBg:();d.healthFill:()
d.nameTag:();d.distTag:();d.tracer:()
_,b (d.bones) b:() ; drawings[p]=
(p)
d=drawings[p]; d
d.box.Visible=;d.healthBg.Visible=;d.healthFill.Visible=
d.nameTag.Visible=;d.distTag.Visible=;d.tracer.Visible=
_,b (d.bones) b.Visible=
fovCircle=.()
fovCircle.Thickness=;fovCircle.Color=.(,,);fovCircle.Filled=;fovCircle.Visible=
(p)
lp.Team p.Team lp.Team==p.Team ; lp.TeamColor==p.TeamColor
(pos)
sp,on=Camera:(pos); .(sp.X,sp.Y),on,sp.Z
(char)
parts={}
_,name (LIMBS) p2=char:(name); p2 parts[name]=p2
parts
(char)
minX,minY,maxX,maxY=.huge,.huge,-.huge,-.huge; anyOn=
_,name ({,,,,,})
part=char:(name)
part
sp,on,depth=(part.Position)
on depth>
anyOn=
sp.X<minX minX=sp.X ; sp.Y<minY minY=sp.Y
sp.X>maxX maxX=sp.X ; sp.Y>maxY maxY=sp.Y
anyOn
.(minX,minY),.(maxX,maxY)
()
vps=Camera.ViewportSize; .(vps.X/,vps.Y/)
()
center=(); bestDist,bestPart=.huge,
_,p (Players:())
p==lp
CFG.aimbotTeamCheck (p)
char=p.Character; char
hum=char:(); hum hum.Health<=
head=char:(); head
sp,on,depth=(head.Position); on depth<=
dist=(sp-center).Magnitude
dist<CFG.fov dist<bestDist bestDist=dist; bestPart=head
bestPart
_,p (Players:()) p~=lp (p)
Players.PlayerAdded:((p) p~=lp (p) )
Players.PlayerRemoving:((p) (p) )
aimHeld=
UserInputService.InputBegan:((input,gpe)
gpe
input.UserInputType==.UserInputType.MouseButton2 aimHeld=
)
UserInputService.InputEnded:((input)
input.UserInputType==.UserInputType.MouseButton2 aimHeld=
)
RunService.RenderStepped:(()
vps=Camera.ViewportSize; center=()
fovCircle.Position=center; fovCircle.Radius=CFG.fov; fovCircle.Visible=CFG.aimbotEnabled
CFG.aimbotEnabled aimHeld ()
target=()
target
sp=(target.Position); s=.(,CFG.smoothing)
((sp.X-center.X)*(-s),(sp.Y-center.Y)*(-s))
_,p (Players:())
p==lp
d=drawings[p]; d
char=p.Character; hum=char char:()
CFG.espEnabled char hum hum.Health<= (p);
CFG.teamCheck (p) (p);
tl,br=(char); tl (p);
boxW=br.X-tl.X; boxH=br.Y-tl.Y
hrp=char:()
dist3d=hrp (Camera.CFrame.Position-hrp.Position).Magnitude
CFG.boxes
d.box.Position=tl; d.box.Size=.(boxW,boxH); d.box.Visible=
d.box.Visible=
hpR=.(hum.Health/.(hum.MaxHealth,),,)
CFG.healthBars
barX=tl.X-
d.healthBg.Position=.(barX-,tl.Y-); d.healthBg.Size=.(,boxH+)
d.healthBg.Filled=; d.healthBg.Visible=
d.healthFill.Position=.(barX,tl.Y+boxH*(-hpR))
d.healthFill.Size=.(,boxH*hpR)
d.healthFill.Color=.(hpR*,,); d.healthFill.Visible=
d.healthBg.Visible=; d.healthFill.Visible=
CFG.names
d.nameTag.Text=p.Name; d.nameTag.Position=.(tl.X+boxW/,tl.Y-)
d.nameTag.Center=; d.nameTag.Visible=
d.nameTag.Visible=
CFG.distances
d.distTag.Text=.(dist3d+)..
d.distTag.Position=.(tl.X+boxW/,br.Y+)
d.distTag.Center=; d.distTag.Visible=
d.distTag.Visible=
CFG.skeletons
parts=(char)
i,bone (BONES)
bl=d.bones[i]; pa=parts[bone[]]; pb=parts[bone[]]
pa pb
spa,onA=(pa.Position); spb,onB=(pb.Position)
onA onB bl.From=spa; bl.To=spb; bl.Visible= bl.Visible=
bl.Visible=
_,b (d.bones) b.Visible=
CFG.tracers
d.tracer.From=.(center.X,vps.Y); d.tracer.To=.(tl.X+boxW/,br.Y)
d.tracer.Visible=
d.tracer.Visible=
)
Window=Rayfield:({
Name=, LoadingTitle=, LoadingSubtitle=,
Theme=, ToggleKey=.KeyCode.RightShift,
DisableRayfieldPrompts=, DisableBuildWarnings=,
})
espTab=Window:({ name= })
espTab:()
espTab:({ name=, value=CFG.espEnabled, flag=, callback=(v) CFG.espEnabled=v })
espTab:({ name=, value=CFG.boxes, flag=, callback=(v) CFG.boxes=v })
espTab:({ name=, value=CFG.healthBars, flag=, callback=(v) CFG.healthBars=v })
espTab:({ name=, value=CFG.names, flag=, callback=(v) CFG.names=v })
espTab:({ name=, value=CFG.distances, flag=, callback=(v) CFG.distances=v })
espTab:({ name=, value=CFG.skeletons, flag=, callback=(v) CFG.skeletons=v })
espTab:({ name=, value=CFG.tracers, flag=, callback=(v) CFG.tracers=v })
espTab:({ name=, value=CFG.teamCheck, flag=, callback=(v) CFG.teamCheck=v })
aimTab=Window:({ name= })
aimTab:()
aimTab:({ name=, value=CFG.aimbotEnabled, flag=, callback=(v) CFG.aimbotEnabled=v })
aimTab:({ name=, value=CFG.aimbotTeamCheck, flag=, callback=(v) CFG.aimbotTeamCheck=v })
aimTab:({ name=, min=,max=,default=CFG.fov, increment=,flag=, callback=(v) CFG.fov=v })
aimTab:({ name=, min=, max=, default=.(CFG.smoothing*), increment=,flag=, callback=(v) CFG.smoothing=v/ })
infoTab=Window:({ name= })
infoTab:()
infoTab:({ name=, callback=() })
infoTab:({ name=, callback=() })Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: sirius.menu.

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