Run it
Copy the script and paste it into your executor.
.(()
maxAttempts =
attempt =
:() attempt < maxAttempts
.()
attempt = attempt +
textChatService = :()
replicatedStorage = :()
(message)
textChatService textChatService.ChatVersion == .ChatVersion.TextChatService
generalChannel = textChatService:(, )
generalChannel generalChannel:()
generalChannel:(message)
defaultChannels = textChatService:()
defaultChannels
chan = defaultChannels:()
chan chan:(message)
defaultChatSystemChatEvents = replicatedStorage:()
defaultChatSystemChatEvents
sayMessageRequest = defaultChatSystemChatEvents:()
sayMessageRequest sayMessageRequest:()
sayMessageRequest:(message, )
()
.()
()
.()
()
.()
()
.()
)
Rayfield = (:())()
Workspace = :()
Players = :()
UIS = :()
runServiceRef = :()
lPlayer = Players.LocalPlayer Players.PlayerAdded:()
mouse = lPlayer:()
camera = Workspace.CurrentCamera
currentGravityValue =
negativeGravityValue =
keepOriginalGravity =
northGravity =
southGravity =
eastGravity =
westGravity =
keepDirectionalOriginalGravity =
keybindsDisabled =
chatModeEnabled =
consoleModeEnabled =
lastChatSent =
chatCooldown =
masterPhysicsScanActive =
currentBouncinessValue =
currentFrictionValue =
autoOwnershipActive =
currentAuraPattern =
bouncinessPickerMode =
objectZeroGActive =
objectTransmuteMaterial =
kineticPulseForce =
kineticPulseDirection =
forcefullyUnanchorObjects =
freezeNearbyObjectsActive =
objectAffectedFilter =
objectTargetTransparency =
continuousObjectDampening =
environmentalScanRadius =
enableOrbitSatellites =
objectVacuumActive =
SKELETON_BONES = {
{, }, {, },
{, }, {, }, {, },
{, }, {, }, {, },
{, }, {, }, {, },
{, }, {, }, {, }
}
explosiveCollisionsActive =
networkOwnershipClaimAuraActive =
objectPathfinderActive =
lastTrackedPart =
objectCanCollideOverride =
enableCanCollideModification =
objectMasslessOverride =
enableMasslessModification =
continuousSpinSpeedX =
continuousSpinSpeedY =
continuousSpinSpeedZ =
objectVelocityMultiplier =
continuousSpinActive =
antiGravityActive =
glitchJitterActive =
sizeFlickerActive =
timeBombActive =
timeBombDelay =
tkActive =
tkTargetPart =
tkTargetDistance =
tkConnection =
currentRotation = .()
rotationKeyHeld =
lastMousePos = .(mouse.X, mouse.Y)
tkSpinX =
tkSpinY =
tkSpinZ =
tkWaveMotion =
tkWaveAmplitude =
tkWaveSpeed =
tkFlingOnRelease =
tkFlingForce =
vehicleSpeedHackActive =
targetVehicleSpeedValue =
vehicleMovementMode =
vehicleTurnSpeed =
customVehicleGravity =
vehicleJumpForce =
vehicleMovingStates = {W = , A = , S = , D = }
autoFlipMatrixActive =
infiniteTorqueActive =
vehicleRainbowActive =
vehicleDriftModeActive =
vehicleStaticColorActive =
vehicleStaticColor = .(, , )
vehicleCustomImageActive =
vehicleCustomImageId =
vehicleFlyMode =
vehicleFlyActive =
vehicleFlySpeed =
flyUpHeld =
flyDownHeld =
customWalkSpeed =
customJumpPower =
enableCustomPlayerSpeed =
enableCustomPlayerJump =
playerFlyActive =
playerFlySpeed =
infiniteJumpActive =
noclipActive =
thirdPersonActive =
invisibleSeatingActive =
clickTeleportActive =
objectTargetSizeMultiplier =
sliderMultiplier =
objectCustomDensityValue =
overrideObjectDensityActive =
objectColorMode =
objectStaticColor3 = .(, , )
collisionVaporizerActive =
visualHighlightsActive =
physicsUpdateInterval =
lastPhysicsUpdate =
localForceInstance =
localDirectionalForceInstance =
aiBotActive =
EspConfig = {
Enabled = ,
Boxes = ,
Tracers = ,
Skeletons = ,
Distance = ,
Name = ,
Health = ,
CircleHeads = ,
Thickness = ,
ColorMode = ,
StaticColor = .(, , )
}
EspCache = {}
(messageString)
textChatService = :()
textChatService textChatService.ChatVersion == .ChatVersion.TextChatService
generalChannel = textChatService:(, )
generalChannel generalChannel:()
generalChannel:(messageString)
defaultChannels = textChatService:()
defaultChannels
chan = defaultChannels:()
chan chan:(messageString)
replicatedStorage = :()
defaultChatSystemChatEvents = replicatedStorage:()
defaultChatSystemChatEvents
sayMessageRequest = defaultChatSystemChatEvents:()
sayMessageRequest sayMessageRequest:()
sayMessageRequest:(messageString, )
(sliderName, displayValue)
message = .. sliderName .. .. (displayValue)
consoleModeEnabled
( .. message)
chatModeEnabled
currentTime = ()
currentTime - lastChatSent >= chatCooldown
lastChatSent = currentTime
.(()
(message)
)
()
lPlayer
character = lPlayer.Character
character
rootPart = character:()
rootPart
keepOriginalGravity negativeGravityValue >
localForceInstance localForceInstance.Parent ~= rootPart
localForceInstance localForceInstance:()
localForceInstance = .()
localForceInstance.Name =
localForceInstance.ApplyAtCenterOfMass =
attach = rootPart:()
attach
attach = .()
attach.Name =
attach.Parent = rootPart
localForceInstance.Attachment0 = attach
localForceInstance.RelativeTo = .ActuatorRelativeTo.World
localForceInstance.Parent = rootPart
calculatedMass =
_, object (character:())
object:()
calculatedMass = calculatedMass + object:()
worldGravityConstant = Workspace.Gravity
localForceInstance.Force = .(, calculatedMass * worldGravityConstant, )
localForceInstance
localForceInstance:()
localForceInstance =
keepDirectionalOriginalGravity (northGravity > southGravity > eastGravity > westGravity > )
localDirectionalForceInstance localDirectionalForceInstance.Parent ~= rootPart
localDirectionalForceInstance localDirectionalForceInstance:()
localDirectionalForceInstance = .()
localDirectionalForceInstance.Name =
localDirectionalForceInstance.ApplyAtCenterOfMass =
attach = rootPart:()
attach
attach = .()
attach.Name =
attach.Parent = rootPart
localDirectionalForceInstance.Attachment0 = attach
localDirectionalForceInstance.RelativeTo = .ActuatorRelativeTo.World
localDirectionalForceInstance.Parent = rootPart
calculatedMass =
_, object (character:())
object:()
calculatedMass = calculatedMass + object:()
combinedWindVectorX = eastGravity - westGravity
combinedWindVectorZ = southGravity - northGravity
localDirectionalForceInstance.Force = .(calculatedMass * combinedWindVectorX, , calculatedMass * combinedWindVectorZ)
localDirectionalForceInstance
localDirectionalForceInstance:()
localDirectionalForceInstance =
()
lPlayer lPlayer.Character
raycastParams = RaycastParams.()
raycastParams.FilterType = .RaycastFilterType.Exclude
raycastParams.FilterDescendantsInstances = {lPlayer.Character}
raycastParams.IgnoreWater =
CurrentCamera = Workspace.CurrentCamera
viewportRay = CurrentCamera:(CurrentCamera.ViewportSize.X / , CurrentCamera.ViewportSize.Y / )
scanResult = Workspace:(viewportRay.Origin, viewportRay.Direction * , raycastParams)
scanResult scanResult.Instance scanResult.Instance:() scanResult.Instance.Name ~=
targetPart = scanResult.Instance
partNameLower = targetPart.Name:()
spatialSize = targetPart.Size
isFloorStructure = partNameLower:()
partNameLower:()
partNameLower:()
partNameLower:()
(spatialSize.X > spatialSize.Z > )
isFloorStructure
targetPart
()
target = mouse.Target
target target:() target.Name ~=
partNameLower = target.Name:()
isFloorStructure = partNameLower:() partNameLower:() partNameLower:()
isFloorStructure
target
(player)
EspCache[player]
container = {
Box = .(),
Tracer = .(),
HeadCircle = .(),
TextLabel = .(),
HealthBarOutline = .(),
HealthBar = .(),
Bones = {}
}
container.Box.Visible =
container.Box.Filled =
container.Tracer.Visible =
container.HeadCircle.Visible =
container.HeadCircle.Filled =
container.TextLabel.Visible =
container.TextLabel.Center =
container.TextLabel.Size =
container.TextLabel.Font =
container.HealthBarOutline.Visible =
container.HealthBarOutline.Filled =
container.HealthBarOutline.Color = .(, , )
container.HealthBar.Visible =
container.HealthBar.Filled =
i = , #SKELETON_BONES
boneLine = .()
boneLine.Visible =
.(container.Bones, boneLine)
EspCache[player] = container
(player)
EspCache[player]
container = EspCache[player]
container.Box:()
container.Tracer:()
container.HeadCircle:()
container.TextLabel:()
container.HealthBarOutline:()
container.HealthBar:()
_, bone (container.Bones)
bone:()
EspCache[player] =
()
EspConfig.ColorMode ==
.(() % / , , )
EspConfig.ColorMode ==
(.(() * ) % == ) EspConfig.StaticColor .(, , )
EspConfig.StaticColor
.(()
.()
autoOwnershipActive lPlayer.Character lPlayer.Character:()
rootPart = lPlayer.Character.HumanoidRootPart
targetParts = {}
_, obj (Workspace:())
obj:() obj.Anchored obj:(lPlayer.Character) obj.Name ~=
.(targetParts, obj)
#targetParts >
selectedPart = targetParts[.(, #targetParts)]
initialPosition = rootPart.CFrame
(()
rootPart.CFrame = selectedPart.CFrame + .(, , )
detector = selectedPart:()
detector
(detector, )
(detector, )
selectedPart.AssemblyLinearVelocity = .(, , )
)
.()
rootPart.CFrame = initialPosition
)
.(()
aiPhrases = {
,
,
,
,
}
.()
aiBotActive
selectedSpeech = aiPhrases[.(, #aiPhrases)]
( .. selectedSpeech)
)
UIS.JumpRequest:(()
infiniteJumpActive lPlayer.Character
humanoid = lPlayer.Character:()
humanoid
humanoid:(.HumanoidStateType.Jumping)
)
runServiceRef.Stepped:(()
noclipActive lPlayer.Character
_, component (lPlayer.Character:())
component:()
component.CanCollide =
)
runServiceRef.RenderStepped:(()
thirdPersonActive
lPlayer.CameraMaxZoomDistance =
lPlayer.CameraMinZoomDistance =
)
UIS.InputBegan:((input, processed)
processed keybindsDisabled clickTeleportActive
input.UserInputType == .UserInputType.MouseButton1 UIS:(.KeyCode.LeftControl)
lPlayer.Character lPlayer.Character:()
hitPos = mouse.Hit
hitPos
lPlayer.Character.HumanoidRootPart.CFrame = .(hitPos.Position + .(, , ))
)
UIS.InputBegan:((input, processed)
processed keybindsDisabled
input.UserInputType == .UserInputType.MouseButton1 UIS:(.KeyCode.LeftControl)
target = ()
target target.Anchored
(()
camLook = Workspace.CurrentCamera.CFrame.LookVector
target.AssemblyLinearVelocity = camLook *
.()
target.AssemblyLinearVelocity = .(, , )
)
Rayfield:({ Title = , Content = .. target.Name, Duration = })
)
UIS.InputBegan:((input, processed)
processed keybindsDisabled
input.KeyCode == .KeyCode.Q
target = ()
target target.Anchored
tkActive =
tkTargetPart = target
currentRotation = target.CFrame.Rotation
lastMousePos = .(mouse.X, mouse.Y)
tkConnection tkConnection:()
tkConnection = runServiceRef.RenderStepped:(()
currentMousePos = .(mouse.X, mouse.Y)
delta = currentMousePos - lastMousePos
lastMousePos = currentMousePos
tkActive tkTargetPart tkTargetPart.Parent tkTargetPart.Anchored
(()
currentCamera = Workspace.CurrentCamera
Rayfield.Flags[] Rayfield.Flags[].CurrentValue rotationKeyHeld
sensitivity =
currentRotation = currentRotation * .(.(-delta.Y * sensitivity), .(-delta.X * sensitivity), )
targetPos = currentCamera.CFrame.Position + (currentCamera.CFrame.LookVector * tkTargetDistance)
tkWaveMotion
waveOffset = .(() * tkWaveSpeed) * tkWaveAmplitude
targetPos = targetPos + .(, waveOffset, )
velocityVector = (targetPos - tkTargetPart.Position) *
tkTargetPart.AssemblyLinearVelocity = velocityVector
tkSpinX ~= tkSpinY ~= tkSpinZ ~=
currentRotation = currentRotation * .(.(tkSpinX), .(tkSpinY), .(tkSpinZ))
tkTargetPart.CFrame = .(tkTargetPart.Position) * currentRotation
tkTargetPart.AssemblyAngularVelocity = .(, , )
)
tkConnection
tkConnection:()
tkConnection =
)
Rayfield:({ Title = , Content = .. tkTargetPart.Name, Duration = })
Rayfield.Flags[] input.KeyCode.Name == Rayfield.Flags[].CurrentKeybind
rotationKeyHeld =
)
UIS.InputEnded:((input)
input.KeyCode == .KeyCode.Q
tkActive
tkActive =
tkTargetPart tkTargetPart.Parent tkTargetPart.Anchored
tkFlingOnRelease
(()
currentCamera = Workspace.CurrentCamera
tkTargetPart.AssemblyLinearVelocity = currentCamera.CFrame.LookVector * tkFlingForce
)
Rayfield:({ Title = , Content = , Duration = })
Rayfield:({ Title = , Content = , Duration = })
tkTargetPart =
tkConnection
tkConnection:()
tkConnection =
Rayfield.Flags[] input.KeyCode.Name == Rayfield.Flags[].CurrentKeybind
rotationKeyHeld =
)
UIS.InputBegan:((input, processed)
processed keybindsDisabled
key = input.KeyCode.Name
vehicleMovingStates[key] ~=
vehicleMovementMode ==
vehicleMovingStates[key] =
vehicleMovementMode ==
vehicleMovingStates[key] = vehicleMovingStates[key]
Rayfield.Flags[] input.KeyCode.Name == Rayfield.Flags[].CurrentKeybind
flyUpHeld =
Rayfield.Flags[] input.KeyCode.Name == Rayfield.Flags[].CurrentKeybind
flyDownHeld =
input.KeyCode == .KeyCode.Z
lPlayer lPlayer.Character
humanoid = lPlayer.Character:()
seatPart = humanoid humanoid.SeatPart
seatPart
vehicle = seatPart.Parent
mainPart = vehicle:() vehicle.PrimaryPart seatPart
(()
mainPart.AssemblyLinearVelocity = .(, , )
mainPart.AssemblyAngularVelocity = .(, , )
)
Rayfield:({ Title = , Content = , Duration = })
input.KeyCode == .KeyCode.Space vehicleFlyActive
lPlayer lPlayer.Character
humanoid = lPlayer.Character:()
humanoid humanoid.SeatPart
seatPart = humanoid.SeatPart
vehicle = seatPart.Parent
mainPart = vehicle:() vehicle.PrimaryPart seatPart
(()
mainPart.AssemblyLinearVelocity = mainPart.AssemblyLinearVelocity + .(, vehicleJumpForce, )
)
)
UIS.InputEnded:((input, processed)
key = input.KeyCode.Name
vehicleMovementMode == vehicleMovingStates[key] ~=
vehicleMovingStates[key] =
Rayfield.Flags[] input.KeyCode.Name == Rayfield.Flags[].CurrentKeybind
flyUpHeld =
Rayfield.Flags[] input.KeyCode.Name == Rayfield.Flags[].CurrentKeybind
flyDownHeld =
)
runServiceRef:(, .RenderPriority.Camera.Value + , (deltaTime)
currentTimestamp = ()
combinedWindVectorX = eastGravity - westGravity
combinedWindVectorZ = southGravity - northGravity
combinedWindVectorY = negativeGravityValue
dynamicColor = ()
_, player (Players:())
player == lPlayer
EspConfig.Enabled
(player)
objects = EspCache[player]
character = player.Character
root = character character:()
head = character character:()
humanoid = character character:()
root head humanoid humanoid.Health >
rootCFrame = root.CFrame
camPos = camera.CFrame.Position
distance = (rootCFrame.Position - camPos).Magnitude
rootScreenPos, rootOnScreen = camera:(rootCFrame.Position)
rootOnScreen
sizeOffset = (camera:(rootCFrame.Position + .(, , )).Y - camera:(rootCFrame.Position - .(, , )).Y)
boxHeight = .(sizeOffset)
boxWidth = boxHeight *
EspConfig.Boxes
objects.Box.Size = .(boxWidth, boxHeight)
objects.Box.Position = .(rootScreenPos.X - boxWidth / , rootScreenPos.Y - boxHeight / )
objects.Box.Thickness = EspConfig.Thickness
objects.Box.Color = dynamicColor
objects.Box.Visible =
objects.Box.Visible =
EspConfig.Tracers
objects.Tracer.From = .(camera.ViewportSize.X / , camera.ViewportSize.Y)
objects.Tracer.To = .(rootScreenPos.X, rootScreenPos.Y + boxHeight / )
objects.Tracer.Thickness = EspConfig.Thickness
objects.Tracer.Color = dynamicColor
objects.Tracer.Visible =
objects.Tracer.Visible =
EspConfig.CircleHeads
headScreenPos, headOnScreen = camera:(head.Position)
headOnScreen
objects.HeadCircle.Position = .(headScreenPos.X, headScreenPos.Y)
objects.HeadCircle.Radius = boxHeight /
objects.HeadCircle.Thickness = EspConfig.Thickness
objects.HeadCircle.Color = dynamicColor
objects.HeadCircle.Visible =
objects.HeadCircle.Visible =
objects.HeadCircle.Visible =
EspConfig.Health
healthPercent = humanoid.Health / humanoid.MaxHealth
barHeight = boxHeight
barWidth =
barPosX = rootScreenPos.X - (boxWidth / ) -
barPosY = rootScreenPos.Y - (boxHeight / )
objects.HealthBarOutline.Size = .(barWidth + , barHeight + )
objects.HealthBarOutline.Position = .(barPosX - , barPosY - )
objects.HealthBarOutline.Visible =
objects.HealthBar.Size = .(barWidth, barHeight * healthPercent)
objects.HealthBar.Position = .(barPosX, barPosY + (barHeight * ( - healthPercent)))
objects.HealthBar.Color = .( - ( * healthPercent), * healthPercent, )
objects.HealthBar.Visible =
objects.HealthBarOutline.Visible =
objects.HealthBar.Visible =
EspConfig.Name EspConfig.Distance
outputStr =
EspConfig.Name outputStr = outputStr .. player.Name
EspConfig.Distance outputStr = outputStr .. .(, .(distance))
objects.TextLabel.Text = outputStr
objects.TextLabel.Position = .(rootScreenPos.X, rootScreenPos.Y - (boxHeight / ) - )
objects.TextLabel.Color = dynamicColor
objects.TextLabel.Visible =
objects.TextLabel.Visible =
EspConfig.Skeletons
i, joint (SKELETON_BONES)
p1 = character:(joint[])
p2 = character:(joint[])
boneDraw = objects.Bones[i]
p1 p2 boneDraw
sPos1, onScreen1 = camera:(p1.Position)
sPos2, onScreen2 = camera:(p2.Position)
onScreen1 onScreen2
boneDraw.From = .(sPos1.X, sPos1.Y)
boneDraw.To = .(sPos2.X, sPos2.Y)
boneDraw.Thickness = EspConfig.Thickness
boneDraw.Color = dynamicColor
boneDraw.Visible =
boneDraw.Visible =
boneDraw
boneDraw.Visible =
_, bone (objects.Bones) bone.Visible =
objects.Box.Visible =
objects.Tracer.Visible =
objects.HeadCircle.Visible =
objects.TextLabel.Visible =
objects.HealthBarOutline.Visible =
objects.HealthBar.Visible =
_, bone (objects.Bones) bone.Visible =
objects.Box.Visible =
objects.Tracer.Visible =
objects.HeadCircle.Visible =
objects.TextLabel.Visible =
objects.HealthBarOutline.Visible =
objects.HealthBar.Visible =
_, bone (objects.Bones) bone.Visible =
(player)
pathFolder = Workspace:()
pathFolder
pathFolder = .()
pathFolder.Name =
pathFolder.Parent = Workspace
objectPathfinderActive
trackPart = tkTargetPart
trackPart lPlayer.Character lPlayer.Character:()
closestPart =
minDist = .huge
rootPos = lPlayer.Character.HumanoidRootPart.Position
scanParts = Workspace:(rootPos, environmentalScanRadius)
i = , #scanParts
p = scanParts[i]
p:() p.Anchored p.Name ~= p:(lPlayer.Character)
dist = (p.Position - rootPos).Magnitude
dist < minDist p.AssemblyLinearVelocity.Magnitude >
minDist = dist
closestPart = p
trackPart = closestPart
pathFolder:()
lastTrackedPart lastTrackedPart ~= trackPart
(()
oldTag = lastTrackedPart:()
oldTag oldTag:()
)
lastTrackedPart = trackPart
trackPart trackPart.Parent
p0 = trackPart.Position
v0 = trackPart.AssemblyLinearVelocity
gY = -currentGravityValue + combinedWindVectorY
objectZeroGActive antiGravityActive gY = combinedWindVectorY
simulatedGravVector = .(combinedWindVectorX, gY, combinedWindVectorZ)
maxSteps =
timeStep =
generatedPoints = {}
step = , maxSteps
timeInterval = step * timeStep
projectedPosition = p0 + (v0 * timeInterval) + ( * simulatedGravVector * (timeInterval * timeInterval))
.(generatedPoints, projectedPosition)
finalProjectedPosition = generatedPoints[#generatedPoints]
i = , #generatedPoints -
startPos = generatedPoints[i]
endPos = generatedPoints[i + ]
segmentVector = endPos - startPos
distance = segmentVector.Magnitude
distance >
lineSegment = .()
lineSegment.Size = .(, , distance)
lineSegment.Material = .Material.Neon
lineSegment.Color = (i % == ) .(, , ) .(, , )
lineSegment.Anchored =
lineSegment.CanCollide =
lineSegment.CFrame = .(startPos + (segmentVector * ), endPos)
lineSegment.Parent = pathFolder
telemetryTag = trackPart:()
telemetryTag
telemetryTag = .()
telemetryTag.Name =
telemetryTag.Size = .(, , , )
telemetryTag.AlwaysOnTop =
telemetryTag.ExtentsOffset = .(, , )
frame = .()
frame.Size = .(, , , )
frame.BackgroundColor3 = .(, , )
frame.BackgroundTransparency =
frame.BorderSizePixel =
frame.BorderColor3 = .(, , )
frame.Parent = telemetryTag
corner = .()
corner.CornerRadius = .(, )
corner.Parent = frame
txt = .()
txt.Name =
txt.Size = .(, -, , -)
txt.Position = .(, , , )
txt.BackgroundTransparency =
txt.TextColor3 = .(, , )
txt.TextSize =
txt.Font = .Font.RobotoMono
txt.TextXAlignment = .TextXAlignment.Left
txt.TextYAlignment = .TextYAlignment.Top
txt.RichText =
txt.Parent = frame
telemetryTag.Parent = trackPart
activeVelocity = .(v0.Magnitude)
dataField = telemetryTag.Frame.DataField
dataField.Text = .(
..
..
..
..
,
.(trackPart.Name),
activeVelocity,
p0.X, p0.Y, p0.Z,
finalProjectedPosition.X, finalProjectedPosition.Y, finalProjectedPosition.Z,
trackPart:()
)
pathFolder:()
lastTrackedPart
(()
oldTag = lastTrackedPart:()
oldTag oldTag:()
)
lastTrackedPart =
lPlayer lPlayer.Character lPlayer.Character:()
rootPart = lPlayer.Character.HumanoidRootPart
humanoid = lPlayer.Character:()
seatPart = humanoid humanoid.SeatPart
humanoid
enableCustomPlayerSpeed
humanoid.WalkSpeed = customWalkSpeed
enableCustomPlayerJump
humanoid.UseJumpPower
humanoid.JumpPower = customJumpPower
humanoid.JumpHeight = customJumpPower /
seatPart
seatPart.Transparency = invisibleSeatingActive
playerFlyActive rootPart
currentCamera = Workspace.CurrentCamera
flyVector = .(,,)
UIS:(.KeyCode.W) flyVector = flyVector + currentCamera.CFrame.LookVector
UIS:(.KeyCode.S) flyVector = flyVector - currentCamera.CFrame.LookVector
UIS:(.KeyCode.A) flyVector = flyVector - currentCamera.CFrame.RightVector
UIS:(.KeyCode.D) flyVector = flyVector + currentCamera.CFrame.RightVector
UIS:(.KeyCode.Space) flyVector = flyVector + .(, , )
UIS:(.KeyCode.LeftShift) flyVector = flyVector - .(, , )
flyVector.Magnitude >
rootPart.AssemblyLinearVelocity = flyVector.Unit * playerFlySpeed
rootPart.AssemblyLinearVelocity = .(, , )
seatPart
(()
vehicle = seatPart.Parent
mainPart = vehicle:() vehicle.PrimaryPart seatPart
mainPart mainPart:()
autoFlipMatrixActive
upVector = mainPart.CFrame.UpVector
upVector.Y <
mainPart.AssemblyAngularVelocity = .(, , )
infiniteTorqueActive
_, child (vehicle:())
child:() child:()
child.MotorMaxTorque = .huge
child.MotorMaxAngularAcceleration = .huge
vehicleRainbowActive
rainbowColor = .(() % / , , )
_, child (vehicle:())
child:()
child.Color = rainbowColor
vehicleDriftModeActive
_, child (vehicle:())
child:()
currentProps = child.CurrentPhysicalProperties PhysicalProperties.(child.Material)
child.CustomPhysicalProperties = PhysicalProperties.(
currentProps.Density,
,
currentProps.Elasticity,
currentProps.FrictionWeight,
currentProps.ElasticityWeight
)
vehicleStaticColorActive vehicleRainbowActive
_, child (vehicle:())
child:()
child.Color = vehicleStaticColor
vehicleCustomImageActive vehicleCustomImageId ~=
parsedId = vehicleCustomImageId
(parsedId) parsedId = .. parsedId
_, child (vehicle:())
child:()
decal = child:()
decal
decal = .()
decal.Name =
decal.Face = .NormalId.Top
decal.Parent = child
decal.Texture = parsedId
_, child (vehicle:())
child:()
decal = child:()
decal decal:()
vehicleFlyActive
currentCamera = Workspace.CurrentCamera
moveDir = .(,,)
vehicleMovingStates.W moveDir = moveDir + currentCamera.CFrame.LookVector
vehicleMovingStates.S moveDir = moveDir - currentCamera.CFrame.LookVector
vehicleMovingStates.A moveDir = moveDir - currentCamera.CFrame.RightVector
vehicleMovingStates.D moveDir = moveDir + currentCamera.CFrame.RightVector
flyUpHeld moveDir = moveDir + .(, , )
flyDownHeld moveDir = moveDir - .(, , )
moveDir.Magnitude >
moveDir = moveDir.Unit
vehicleFlyMode ==
mainPart:() mainPart.ZenithVFlyBV:()
mainPart:() mainPart.ZenithVFlyBG:()
cGrav = mainPart:() .()
cGrav.Name =
cGrav.Force = .(, * mainPart.AssemblyMass, )
cGrav.Parent = mainPart
moveDir.Magnitude >
mainPart.AssemblyLinearVelocity = moveDir * vehicleFlySpeed
planarLook = .(moveDir.X, , moveDir.Z)
planarLook.Magnitude >
targetRot = .(mainPart.Position, mainPart.Position + planarLook)
mainPart.CFrame = mainPart.CFrame:(targetRot, vehicleTurnSpeed * )
mainPart.AssemblyLinearVelocity = .(,,)
mainPart.AssemblyAngularVelocity = .(,,)
vehicleFlyMode ==
mainPart:() mainPart.ZenithVehicleGrav:()
bv = mainPart:() .()
bv.Name =
bv.MaxForce = .(.huge, .huge, .huge)
bv.Velocity = moveDir * vehicleFlySpeed
bv.Parent = mainPart
bg = mainPart:() .()
bg.Name =
bg.MaxTorque = .(.huge, .huge, .huge)
bg.P =
moveDir.Magnitude >
bg.CFrame = .(mainPart.Position, mainPart.Position + moveDir)
bg.CFrame = mainPart.CFrame
bg.Parent = mainPart
vehicleFlyMode ==
mainPart:() mainPart.ZenithVehicleGrav:()
mainPart:() mainPart.ZenithVFlyBV:()
mainPart:() mainPart.ZenithVFlyBG:()
mainPart.AssemblyLinearVelocity = .(,,)
mainPart.AssemblyAngularVelocity = .(,,)
moveDir.Magnitude >
targetPos = mainPart.Position + (moveDir * (vehicleFlySpeed * deltaTime))
targetRot = .(targetPos, targetPos + moveDir)
mainPart.CFrame = mainPart.CFrame:(targetRot, )
vehicleSpeedHackActive
mainPart:() mainPart.ZenithVFlyBV:()
mainPart:() mainPart.ZenithVFlyBG:()
customVehicleGravity ~=
cGrav = mainPart:() .()
cGrav.Name =
cGrav.Force = .(, ( - customVehicleGravity) * mainPart.AssemblyMass, )
cGrav.Parent = mainPart
mainPart:() mainPart.ZenithVehicleGrav:()
currentCamera = Workspace.CurrentCamera
moveDir = .(,,)
camLook = .(currentCamera.CFrame.LookVector.X, , currentCamera.CFrame.LookVector.Z)
camLook.Magnitude > camLook = camLook.Unit
camRight = .(currentCamera.CFrame.RightVector.X, , currentCamera.CFrame.RightVector.Z)
camRight.Magnitude > camRight = camRight.Unit
vehicleMovingStates.W moveDir = moveDir + camLook
vehicleMovingStates.S moveDir = moveDir - camLook
vehicleMovingStates.A moveDir = moveDir - camRight
vehicleMovingStates.D moveDir = moveDir + camRight
moveDir.Magnitude >
moveDir = moveDir.Unit
mainPart.AssemblyLinearVelocity = .(moveDir.X * targetVehicleSpeedValue, mainPart.AssemblyLinearVelocity.Y, moveDir.Z * targetVehicleSpeedValue)
targetRot = .(mainPart.Position, mainPart.Position + moveDir)
mainPart.CFrame = mainPart.CFrame:(targetRot, vehicleTurnSpeed * )
mainPart:() mainPart.ZenithVehicleGrav:()
mainPart:() mainPart.ZenithVFlyBV:()
mainPart:() mainPart.ZenithVFlyBG:()
)
(masterPhysicsScanActive currentAuraPattern ~= objectVacuumActive networkOwnershipClaimAuraActive) (currentTimestamp - lastPhysicsUpdate >= physicsUpdateInterval)
lastPhysicsUpdate = currentTimestamp
(SynchronizeLocalPlayerGravityRig)
Workspace.Gravity = currentGravityValue
boundaryOverlapParams = OverlapParams.()
boundaryOverlapParams.FilterType = .RaycastFilterType.Exclude
boundaryOverlapParams.FilterDescendantsInstances = {lPlayer.Character}
detectedSpatialParts = Workspace:(rootPart.Position, environmentalScanRadius, boundaryOverlapParams)
dynamicObjectCount =
currentAuraPattern ~=
i = , #detectedSpatialParts
testPart = detectedSpatialParts[i]
testPart:() testPart.Name ~= testPart.Anchored
dynamicObjectCount = dynamicObjectCount +
currentAuraIndex =
index = , #detectedSpatialParts
targetPart = detectedSpatialParts[index]
targetPart:() targetPart.Name ~=
spatialSize = targetPart.Size
partNameLower = targetPart.Name:()
isFloorStructure = partNameLower:()
partNameLower:()
partNameLower:()
partNameLower:()
partNameLower:()
partNameLower:()
(spatialSize.X > spatialSize.Z > )
(spatialSize.X > spatialSize.Y > )
(spatialSize.Y > spatialSize.Z > )
masterPhysicsScanActive freezeNearbyObjectsActive isFloorStructure
(() targetPart.Anchored = )
masterPhysicsScanActive forcefullyUnanchorObjects targetPart.Anchored isFloorStructure
(() targetPart.Anchored = )
passFilterScope =
objectAffectedFilter == targetPart.Anchored
passFilterScope =
objectAffectedFilter == targetPart:() <
passFilterScope =
objectAffectedFilter == targetPart:() >=
passFilterScope =
targetPart.Anchored isFloorStructure passFilterScope
networkOwnershipClaimAuraActive
(()
targetPart.AssemblyLinearVelocity = targetPart.AssemblyLinearVelocity + .(, , )
)
objectVacuumActive targetPart ~= tkTargetPart
(()
overheadPosition = rootPart.Position + .(, , )
targetPart.CFrame = .(overheadPosition)
targetPart.AssemblyLinearVelocity = .(, , )
)
explosiveCollisionsActive targetPart:()
(()
expHook = .()
expHook.Name =
expHook.Parent = targetPart
targetPart.Touched:((hit)
hit hit:(lPlayer.Character) targetPart.AssemblyLinearVelocity.Magnitude >
visualExp = .()
visualExp.BlastRadius =
visualExp.Position = targetPart.Position
visualExp.Parent = Workspace
)
)
currentAuraPattern ~= targetPart ~= tkTargetPart objectVacuumActive
currentAuraIndex = currentAuraIndex +
coreCenter = rootPart.CFrame
offsetRadius =
mathAngle = (currentAuraIndex / .(, dynamicObjectCount)) * .pi *
computedDestCFrame = coreCenter
currentAuraPattern ==
computedDestCFrame = coreCenter * .(.(mathAngle) * offsetRadius, , .(mathAngle) * offsetRadius)
currentAuraPattern ==
perimeterSide = currentAuraIndex %
perimeterSide == computedDestCFrame = coreCenter * .(-offsetRadius, , (mathAngle/.pi)*offsetRadius)
perimeterSide == computedDestCFrame = coreCenter * .(offsetRadius, , (mathAngle/.pi)*offsetRadius)
perimeterSide == computedDestCFrame = coreCenter * .((mathAngle/.pi)*offsetRadius, , -offsetRadius)
computedDestCFrame = coreCenter * .((mathAngle/.pi)*offsetRadius, , offsetRadius)
currentAuraPattern ==
variableT = mathAngle
coordX = * .(variableT)^
coordY = * .(variableT) - * .(*variableT) - * .(*variableT) - .(*variableT)
computedDestCFrame = coreCenter * .(coordX * , coordY * , -)
currentAuraPattern ==
separationSide = (currentAuraIndex % == ) -
computedDestCFrame = coreCenter * .(separationSide * ( + .(mathAngle) * ), mathAngle * , separationSide * .(mathAngle))
currentAuraPattern ==
computedDestCFrame = coreCenter * .(.(() + mathAngle) * , -, )
currentAuraPattern ==
computedDestCFrame = coreCenter * .(.(mathAngle) * , + .(()), .(mathAngle) * )
(()
targetPart.CFrame = computedDestCFrame
targetPart.AssemblyLinearVelocity = .(,,)
targetPart.AssemblyAngularVelocity = .(,,)
)
masterPhysicsScanActive
enableCanCollideModification
(() targetPart.CanCollide = objectCanCollideOverride )
enableMasslessModification
(() targetPart.Massless = objectMasslessOverride )
antiGravityActive
(()
targetPart.AssemblyLinearVelocity = targetPart.AssemblyLinearVelocity + .(, Workspace.Gravity * * physicsUpdateInterval, )
)
objectVelocityMultiplier ~=
(()
targetPart.AssemblyLinearVelocity = targetPart.AssemblyLinearVelocity * objectVelocityMultiplier
)
continuousSpinActive targetPart ~= tkTargetPart
(()
targetPart.AssemblyAngularVelocity = .(continuousSpinSpeedX, continuousSpinSpeedY, continuousSpinSpeedZ)
)
glitchJitterActive
(()
shakeX = .(-, )
shakeY = .(-, )
shakeZ = .(-, )
targetPart.AssemblyLinearVelocity = targetPart.AssemblyLinearVelocity + .(shakeX, shakeY, shakeZ)
)
sizeFlickerActive
(()
targetPart:()
orig = .()
orig.Name =
orig.Value = targetPart.Size
orig.Parent = targetPart
pulseScale = (.(() * ) > )
targetPart.Size = targetPart.ZenithOriginalSize.Value * pulseScale
)
timeBombActive targetPart:()
(()
armMark = .()
armMark.Name =
armMark.Parent = targetPart
.(timeBombDelay, ()
targetPart targetPart.Parent targetPart.Anchored
targetPart.AssemblyLinearVelocity = .(.(-, ), .(, ), .(-, ))
expInstance = .()
expInstance.BlastRadius =
expInstance.Position = targetPart.Position
expInstance.Parent = Workspace
.()
targetPart targetPart:()
targetPart.ZenithBombArmed:()
)
)
vehicleSpeedHackActive seatPart vehicleFlyActive
modelParent = targetPart:()
modelParent
seat = modelParent:()
seat targetPart.Name:():() targetPart.Name:():()
(()
seat seat.Throttle ~=
targetPart.AssemblyLinearVelocity = seat.CFrame.LookVector * targetVehicleSpeedValue * seat.Throttle
targetPart.AssemblyLinearVelocity.Magnitude >
targetPart.AssemblyLinearVelocity = targetPart.AssemblyLinearVelocity.Unit * targetVehicleSpeedValue
)
(objectTargetSizeMultiplier ~= sliderMultiplier ~= ) sizeFlickerActive
(()
targetPart:()
orig = .()
orig.Name =
orig.Value = targetPart.Size
orig.Parent = targetPart
targetPart.Size = targetPart.ZenithOriginalSize.Value * (objectTargetSizeMultiplier * sliderMultiplier)
)
visualHighlightsActive
(()
targetPart:()
hl = .()
hl.Name =
hl.FillColor = .(, , )
hl.OutlineColor = .(, , )
hl.FillTransparency =
hl.OutlineTransparency =
hl.Adornee = targetPart
hl.Parent = targetPart
)
existingGlow = targetPart:()
existingGlow (() existingGlow:() )
(()
targetDensity = currentFrictionValue
overrideObjectDensityActive
targetDensity = objectCustomDensityValue
fallbackProps = targetPart.CurrentPhysicalProperties PhysicalProperties.(targetPart.Material)
targetDensity = fallbackProps.Density
targetPart.CustomPhysicalProperties = PhysicalProperties.(
targetDensity,
currentFrictionValue,
currentBouncinessValue,
,
)
)
objectColorMode ~= objectStaticColor3 ~= .(,,)
(()
objectColorMode ==
targetPart.Color = objectStaticColor3
objectColorMode ==
targetPart.Color = .(() % / , , )
objectColorMode ==
targetPart.Color = .(.(,), .(,), .(,))
)
end
if collisionVaporizerActive and not targetPart:FindFirstChild("ZenithKillHook") then
pcall(function()
local hook = Instance.new("BoolValue")
hook.Name = "ZenithKillHook"
hook.Parent = targetPart
local connection
connection = targetPart.Touched:Connect(function(hit)
if hit and hit ~= targetPart and not hit:IsDescendantOf(lPlayer.Character) then
pcall(function() targetPart:Destroy() end)
connection:Disconnect()
end
end)
end)
end
if objectTargetTransparency > 0 then
pcall(function() targetPart.Transparency = objectTargetTransparency end)
end
if objectZeroGActive and targetPart ~= tkTargetPart then
targetPart.AssemblyLinearVelocity = targetPart.AssemblyLinearVelocity + Vector3.new(0, Workspace.Gravity * 0.98 * physicsUpdateInterval, 0)
end
if (combinedWindVectorY > 0 or combinedWindVectorX > 0 or combinedWindVectorZ > 0) and targetPart ~= tkTargetPart then
targetPart.AssemblyLinearVelocity = targetPart.AssemblyLinearVelocity + Vector3.new(
combinedWindVectorX * physicsUpdateInterval,
combinedWindVectorY * physicsUpdateInterval,
combinedWindVectorZ * physicsUpdateInterval
)
end
if objectTransmuteMaterial ~= "Default" then
pcall(function() targetPart.Material = Enum.Material[objectTransmuteMaterial] end)
end
if continuousObjectDampening > 0 and targetPart ~= tkTargetPart then
local dampeningScaleFactor = 1 - (continuousObjectDampening / 100)
targetPart.AssemblyLinearVelocity = targetPart.AssemblyLinearVelocity * dampeningScaleFactor
targetPart.AssemblyAngularVelocity = targetPart.AssemblyAngularVelocity * dampeningScaleFactor
end
if enableOrbitSatellites and targetPart ~= tkTargetPart then
local diffVector = (targetPart.Position - rootPart.Position)
local dist2D = Vector3.new(diffVector.X, 0, diffVector.Z).Magnitude
if dist2D > 2 then
local speedMultiplier = 25
local orbitForceVector = Vector3.new(-diffVector.Z, 0, diffVector.X).Unit * speedMultiplier
local pullingForceVector = -diffVector.Unit * 8
targetPart.AssemblyLinearVelocity = Vector3.new(orbitForceVector.X + pullingForceVector.X, targetPart.AssemblyLinearVelocity.Y + 2, orbitForceVector.Z + pullingForceVector.Z)
end
end
if kineticPulseForce ~= 0 and targetPart ~= tkTargetPart then
local directionalPulseVector = Vector3.new(0, 0, 0)
if kineticPulseDirection == "Outward" then
directionalPulseVector = (targetPart.Position - rootPart.Position).Unit
elseif kineticPulseDirection == "Inward" then
directionalPulseVector = (rootPart.Position - targetPart.Position).Unit
elseif kineticPulseDirection == "Skyward Absolute" then
directionalPulseVector = Vector3.new(0, 1, 0)
elseif kineticPulseDirection == "Chaotic Random" then
directionalPulseVector = Vector3.new(math.random(-10,10), math.random(-5,10), math.random(-10,10)).Unit
elseif kineticPulseDirection == "Seismic Tremor" then
local waveFreq = tick() * 4
local dist = (targetPart.Position - rootPart.Position).Magnitude
local sinWave = math.sin(waveFreq - (dist * 0.25)) * 15
directionalPulseVector = (targetPart.Position - rootPart.Position).Unit + Vector3.new(0, sinWave, 0)
end
if targetPart.Position == rootPart.Position then
directionalPulseVector = Vector3.new(0, 1, 0)
end
targetPart.AssemblyLinearVelocity = targetPart.AssemblyLinearVelocity + (directionalPulseVector * kineticPulseForce * 15 * physicsUpdateInterval)
end
end
end
end
end
end
end
end)
-- BOUNCINESS ENGINE
runServiceRef.RenderStepped:Connect(function()
local clockTime = tick()
if bouncinessPickerMode == "Wave Oscillation" then
currentBouncinessValue = ((math.sin(clockTime * 2.5) + 1) / 2) * 2
elseif bouncinessPickerMode == "Glitch Chaos" then
currentBouncinessValue = math.random(0, 200) / 100
end
end)
-- CLEANUP PLAYER LEAVE LISTENERS
Players.PlayerRemoving:Connect(function(player)
RemoveEspObjects(player)
end)
-- =============================================================
-- RAYFIELD INTERFACE LAYERS (COMPLETE 9-TAB FRAMEWORK)
-- =============================================================
local Window = Rayfield:CreateWindow({
Name = "Zenith Sandbox Engine",
LoadingTitle = "Zenith Engine Systems",
LoadingSubtitle = "Maximum Utility Suite Loaded",
ConfigurationSaving = { Enabled = true },
KeySystem = false
})
local TabInfo = Window:CreateTab("Information")
local TabPlayerMods = Window:CreateTab("Player Tweaks")
local TabEsp = Window:CreateTab("ESP")
local TabObjectMods = Window:CreateTab("Object Tweaks")
local TabFE = Window:CreateTab("FE Matrix")
local TabVehicles = Window:CreateTab("Vehicle Mods")
local TabTelekinesis = Window:CreateTab("Telekinesis Advanced")
local TabGravity = Window:CreateTab("Gravity Settings")
local TabSafety = Window:CreateTab("Safety Settings")
-- =============================================================
-- TAB CONFIGURATION: INFORMATION
-- =============================================================
TabInfo:CreateSection("Script Status")
TabInfo:CreateLabel("Welcome to Zenith Sandbox Engine v3.1")
TabInfo:CreateLabel("All modifications execute locally through advanced network simulation mechanics.")
TabInfo:CreateSection("Control Shortcuts")
TabInfo:CreateLabel("Telekinesis: Hold [Q] while looking at an object to grab and drag it!")
TabInfo:CreateLabel("Item Claim: Hold [Ctrl] + Left Click on any unanchored part to sync control!")
-- ADDED INTERACTIVE SECTION: AI & SERVER AUTOMATION METRICS
TabInfo:CreateSection("AI & Server Automation")
TabInfo:CreateButton({
Name = "💬 Tell Server Runtime on Chat",
Callback = function()
local totalSeconds = math.floor(Workspace.DistributedGameTime)
local hours = math.floor(totalSeconds / 3600)
local minutes = math.floor((totalSeconds % 3600) / 60)
local seconds = totalSeconds % 60
local formattedTime = string.format("%dh %dm %ds", hours, minutes, seconds)
UniversalChatBroadcast("[Zenith Systems Telemetry]: Current Instance Runtime: " .. formattedTime)
end
})
TabInfo:CreateToggle({
Name = "🤖 Enable Automated AI Bot Broadcaster",
CurrentValue = false,
Callback = function(val)
aiBotActive = val
Rayfield:Notify({ Title = "AI Bot Systems", Content = "Automated environment status analysis is now " .. (val and "ACTIVE" or "OFF"), Duration = 2 })
end
})
TabInfo:CreateButton({
Name = "🧠 Request AI Hack Strategy Recommendation",
Callback = function()
local strategies = {
"Tip: Couple 'Glitch Jitter' with high gravity to build quick dynamic launchpads.",
"Strategy: Turn on Network Claim Aura prior to deploying Telekinesis to avoid latency drops.",
"Tip: Zero Friction drift mode acts best when local directional wind vectors are cleared.",
"Strategy: Toggle Invisible Seating while driving vehicle flight models for clean aesthetic views."
}
local pick = strategies[math.random(1, #strategies)]
Rayfield:Notify({ Title = "AI Strategy Module", Content = pick, Duration = 4.5 })
end
})
TabInfo:CreateButton({
Name = "⚡ Client FPS Optimization Matrix",
Callback = function()
local counter = 0
for _, object in ipairs(Workspace:GetDescendants()) do
if object:IsA("Decal") or object:IsA("Texture") then
object:Destroy()
counter = counter + 1
elseif object:IsA("ParticleEmitter") or object:IsA("Trail") or object:IsA("Sparkles") then
object.Enabled = false
counter = counter + 1
end
end
Rayfield:Notify({ Title = "Performance Cleaned", Content = "Purged or optimized " .. tostring(counter) .. " graphic rendering resources successfully.", Duration = 3 })
end
})
TabInfo:CreateButton({
Name = "🔄 Instant Server Rejoin Instance",
Callback = function()
pcall(function()
game:GetService("TeleportService"):Teleport(game.PlaceId, lPlayer)
end)
end
})
TabInfo:CreateButton({
Name = "🌌 Hyperdimensional Public Server Hop",
Callback = function()
local teleportService = game:GetService("TeleportService")
local httpService = game:GetService("HttpService")
pcall(function()
local rawData = game:HttpGet("https://games.roblox.com/v1/games/" .. game.PlaceId .. "/servers/Public?sortOrder=Asc&limit=100")
local converted = httpService:JSONDecode(rawData)
for _, instance in ipairs(converted.data) do
if instance.playing < instance.maxPlayers and instance.id ~= game.JobId then
teleportService:TeleportToPlaceInstance(game.PlaceId, instance.id, lPlayer)
break
end
end
end)
end
})
TabInfo:CreateSection("Credits & Framework")
TabInfo:CreateLabel("Engine Pipeline: Developed by Zenith Infrastructure")
TabInfo:CreateLabel("Interface Suite: Rendered using Sirius Rayfield Matrix")
-- =============================================================
-- TAB CONFIGURATION: PLAYER TWEAKS
-- =============================================================
TabPlayerMods:CreateSection("Character Enhancements")
TabPlayerMods:CreateToggle({
Name = "Enable Custom Walk Speed",
CurrentValue = false,
Callback = function(val)
enableCustomPlayerSpeed = val
end
})
TabPlayerMods:CreateSlider({
Name = "Custom Walk Speed Velocity",
Range = {16, 500},
Increment = 2,
CurrentValue = 16,
Callback = function(val)
customWalkSpeed = val
handleSliderLogging("WalkSpeed", val)
end
})
TabPlayerMods:CreateToggle({
Name = "Enable Custom Jump Power",
CurrentValue = false,
Callback = function(val)
enableCustomPlayerJump = val
end
})
TabPlayerMods:CreateSlider({
Name = "Custom Jump Power Strength",
Range = {0, 600},
Increment = 5,
CurrentValue = 50,
Callback = function(val)
customJumpPower = val
handleSliderLogging("JumpPower", val)
end
})
TabPlayerMods:CreateSection("Advanced Mechanics")
TabPlayerMods:CreateToggle({
Name = "Enable Invisible Seating (Float Over Seats)",
CurrentValue = false,
Callback = function(val)
invisibleSeatingActive = val
end
})
TabPlayerMods:CreateToggle({
Name = "Enable Click Teleport (Ctrl + Left Click To Snap)",
CurrentValue = false,
Callback = function(val)
clickTeleportActive = val
end
})
TabPlayerMods:CreateToggle({
Name = "Enable Infinite Jump",
CurrentValue = false,
Callback = function(val)
infiniteJumpActive = val
end
})
TabPlayerMods:CreateToggle({
Name = "Enable Character Noclip Mode",
CurrentValue = false,
Callback = function(val)
noclipActive = val
end
})
TabPlayerMods:CreateToggle({
Name = "Force Custom Third Person Camera View",
CurrentValue = false,
Callback = function(val)
thirdPersonActive = val
if not val then
lPlayer.CameraMaxZoomDistance = 400
lPlayer.CameraMinZoomDistance = 0.5
end
end
})
TabPlayerMods:CreateSection("Flight Framework")
TabPlayerMods:CreateToggle({
Name = "Enable Local Player Flight Mode",
CurrentValue = false,
Callback = function(val)
playerFlyActive = val
if not val and lPlayer.Character and lPlayer.Character:FindFirstChild("HumanoidRootPart") then
lPlayer.Character.HumanoidRootPart.AssemblyLinearVelocity = Vector3.new(0,0,0)
end
end
})
TabPlayerMods:CreateSlider({
Name = "Player Flight Cruise Speed",
Range = {10, 500},
Increment = 5,
CurrentValue = 50,
Callback = function(val)
playerFlySpeed = val
end
})
-- =============================================================
-- TAB CONFIGURATION: ESP (NEW TAB)
-- =============================================================
TabEsp:CreateSection("Master Switch")
TabEsp:CreateToggle({
Name = "Enable Sensory ESP Master Switch",
CurrentValue = false,
Callback = function(val)
EspConfig.Enabled = val
if not val then
for _, player in ipairs(Players:GetPlayers()) do
RemoveEspObjects(player)
end
end
end
})
TabEsp:CreateSection("Visual Features")
TabEsp:CreateToggle({
Name = "Show 2D Bounding Boxes",
CurrentValue = false,
Callback = function(val) EspConfig.Boxes = val end
})
TabEsp:CreateToggle({
Name = "Show Screen Snap Tracers",
CurrentValue = false,
Callback = function(val) EspConfig.Tracers = val end
})
TabEsp:CreateToggle({
Name = "Show R15 Joint Skeletons",
CurrentValue = false,
Callback = function(val) EspConfig.Skeletons = val end
})
TabEsp:CreateToggle({
Name = "Show Circular Head Rings",
CurrentValue = false,
Callback = function(val) EspConfig.CircleHeads = val end
})
TabEsp:CreateSection("Metadata & Statistics")
TabEsp:CreateToggle({
Name = "Display Target Name Fields",
CurrentValue = false,
Callback = function(val) EspConfig.Name = val end
})
TabEsp:CreateToggle({
Name = "Display Calculated Vector Distance",
CurrentValue = false,
Callback = function(val) EspConfig.Distance = val end
})
TabEsp:CreateToggle({
Name = "Display Dynamic Health Value Bars",
CurrentValue = false,
Callback = function(val) EspConfig.Health = val end
})
TabEsp:CreateSection("Render Configurations")
TabEsp:CreateSlider({
Name = "Line Vector Thickness",
Range = {1, 5},
Increment = 0.5,
CurrentValue = 1.5,
Callback = function(val) EspConfig.Thickness = val end
})
TabEsp:CreateDropdown({
Name = "Render Color Mode Profile",
Options = {"Static", "Rainbow", "Blinking"},
CurrentOption = {"Static"},
Callback = function(selection) EspConfig.ColorMode = selection[1] end
})
TabEsp:CreateColorPicker({
Name = "Custom Base Static Color",
Color = Color3.fromRGB(130, 0, 255),
Callback = function(color) EspConfig.StaticColor = color end
})
-- =============================================================
-- TAB CONFIGURATION: OBJECT TWEAKS
-- =============================================================
TabObjectMods:CreateSection("Quick Actions")
TabObjectMods:CreateToggle({
Name = "Enable Automated Object Ownership Spammer",
CurrentValue = false,
Callback = function(val)
autoOwnershipActive = val
end
})
TabObjectMods:CreateButton({
Name = "⚡ Bring All Nearby Objects to Me",
Callback = function()
if lPlayer and lPlayer.Character and lPlayer.Character:FindFirstChild("HumanoidRootPart") then
local rootPart = lPlayer.Character.HumanoidRootPart
local boundaryOverlapParams = OverlapParams.new()
boundaryOverlapParams.FilterType = Enum.RaycastFilterType.Exclude
boundaryOverlapParams.FilterDescendantsInstances = {lPlayer.Character}
local detectedSpatialParts = Workspace:GetPartBoundsInRadius(rootPart.Position, environmentalScanRadius, boundaryOverlapParams)
local count = 0
for _, targetPart in ipairs(detectedSpatialParts) do
if targetPart:IsA("BasePart") and not targetPart.Anchored and targetPart.Name ~= "Terrain" then
local partNameLower = targetPart.Name:lower()
local isFloorStructure = partNameLower:find("floor") or partNameLower:find("baseplate") or partNameLower:find("ground")
if not isFloorStructure then
pcall(function()
targetPart.CFrame = rootPart.CFrame * CFrame.new(0, 0, -4)
count = count + 1
end)
end
end
end
Rayfield:Notify({ Title = "Objects Pulled", Content = "Pulled " .. tostring(count) .. " unanchored objects.", Duration = 3 })
end
end
})
TabObjectMods:CreateButton({
Name = "❌ Destroy All Nearby Objects",
Callback = function()
if lPlayer and lPlayer.Character and lPlayer.Character:FindFirstChild("HumanoidRootPart") then
local rootPart = lPlayer.Character.HumanoidRootPart
local boundaryOverlapParams = OverlapParams.new()
boundaryOverlapParams.FilterType = Enum.RaycastFilterType.Exclude
boundaryOverlapParams.FilterDescendantsInstances = {lPlayer.Character}
local detectedSpatialParts = Workspace:GetPartBoundsInRadius(rootPart.Position, environmentalScanRadius, boundaryOverlapParams)
local count = 0
for _, targetPart in ipairs(detectedSpatialParts) do
if targetPart:IsA("BasePart") and targetPart.Name ~= "Terrain" then
local partNameLower = targetPart.Name:lower()
local isFloorStructure = partNameLower:find("floor") or partNameLower:find("baseplate") or partNameLower:find("ground")
if not isFloorStructure and not targetPart.Anchored then
pcall(function()
targetPart:Destroy()
count = count + 1
end)
end
end
end
Rayfield:Notify({ Title = "Objects Destroyed", Content = "Removed " .. tostring(count) .. " parts from the game.", Duration = 3 })
end
end
})
TabObjectMods:CreateSection("Experimental Gravitation Physics")
TabObjectMods:CreateToggle({
Name = "Enable Object Vacuum (Lock to Overhead Hover)",
CurrentValue = false,
Callback = function(val)
objectVacuumActive = val
end
})
TabObjectMods:CreateToggle({
Name = "Enable Explosive Collisions (Cosmetic Blast on Impact)",
CurrentValue = false,
Callback = function(val)
explosiveCollisionsActive = val
end
})
TabObjectMods:CreateToggle({
Name = "Enable Permanent Network Ownership Claim Aura",
CurrentValue = false,
Callback = function(val)
networkOwnershipClaimAuraActive = val
end
})
TabObjectMods:CreateSection("Object Trajectory Pathfinder")
TabObjectMods:CreateToggle({
Name = "Enable Future Trajectory Pathfinder Lines",
CurrentValue = false,
Callback = function(val)
objectPathfinderActive = val
if not val then
if Workspace:FindFirstChild("ZenithPathfinderFolder") then
Workspace.ZenithPathfinderFolder:ClearAllChildren()
end
if lastTrackedPart then
pcall(function()
local oldTag = lastTrackedPart:FindFirstChild("ZenithObjectTag")
if oldTag then oldTag:Destroy() end
end)
lastTrackedPart = nil
end
end
end
})
TabObjectMods:CreateSection("Toys Drawing Aura Suite")
TabObjectMods:CreateDropdown({
Name = "Active Visual Aura Template",
Options = {"None", "Heart", "Box", "Circle", "Text", "Pet", "Wings"},
CurrentOption = {"None"},
Callback = function(selection)
currentAuraPattern = selection[1]
end
})
TabObjectMods:CreateSection("Global Object Settings")
TabObjectMods:CreateToggle({
Name = "Enable Object Modding Loop",
CurrentValue = false,
Callback = function(val)
masterPhysicsScanActive = val
end
})
TabObjectMods:CreateToggle({
Name = "Enable Object Highlights (Purple/Teal Glow)",
CurrentValue = false,
Callback = function(val)
visualHighlightsActive = val
end
})
TabObjectMods:CreateSlider({
Name = "Modding Radius Size",
Range = {5, 1000},
Increment = 5,
CurrentValue = 250,
Callback = function(val)
environmentalScanRadius = val
end
})
TabObjectMods:CreateToggle({
Name = "Make Objects Orbit Around You",
CurrentValue = false,
Callback = function(val)
enableOrbitSatellites = val
end
})
TabObjectMods:CreateDropdown({
Name = "Target Selection Filter",
Options = {"All Dynamic Parts", "Only Unanchored Parts", "Only Heavy Parts (>15 Mass)", "Only Light Parts (<15 Mass)"},
CurrentOption = {"All Dynamic Parts"},
Callback = function(selection)
objectAffectedFilter = selection[1]
end
})
TabObjectMods:CreateToggle({
Name = "Enable 10x Slider Max Range Overdrive",
CurrentValue = false,
Callback = function(val)
if val then
sliderMultiplier = 10.0
else
sliderMultiplier = 1.0
end
Rayfield:Notify({Title = "System Update", Content = "Overdrive Multiplier set to " .. tostring(sliderMultiplier) .. "x", Duration = 2})
end
})
TabObjectMods:CreateSlider({
Name = "Object Size Multiplier",
Range = {1, 25},
Increment = 1,
CurrentValue = 1,
Callback = function(val)
objectTargetSizeMultiplier = val
end
})
TabObjectMods:CreateSection("Physical Constant Material Overrides")
TabObjectMods:CreateToggle({
Name = "Override Object Density Settings",
CurrentValue = false,
Callback = function(val)
overrideObjectDensityActive = val
end
})
TabObjectMods:CreateSlider({
Name = "Custom Object Density Weight",
Range = {0, 100},
Increment = 1,
CurrentValue = 7,
Callback = function(val)
objectCustomDensityValue = val / 10
handleSliderLogging("Density Weight", val / 10)
end
})
TabObjectMods:CreateSlider({
Name = "Custom Object Friction Coefficient",
Range = {0, 200},
Increment = 1,
CurrentValue = 50,
Callback = function(val)
currentFrictionValue = val / 100
handleSliderLogging("Friction Coefficient", val / 100)
end
})
TabObjectMods:CreateDropdown({
Name = "Bounciness Calculation Profile",
Options = {"Static", "Wave Oscillation", "Glitch Chaos"},
CurrentOption = {"Static"},
Callback = function(selection)
bouncinessPickerMode = selection[1]
end
})
TabObjectMods:CreateSlider({
Name = "Custom Object Elastic Bounciness",
Range = {0, 200},
Increment = 1,
CurrentValue = 50,
Callback = function(val)
currentBouncinessValue = val / 100
handleSliderLogging("Bounciness Value", val / 100)
end
})
TabObjectMods:CreateToggle({
Name = "Enable Absolute Zero-G Float State",
CurrentValue = false,
Callback = function(val)
objectZeroGActive = val
end
})
TabObjectMods:CreateDropdown({
Name = "Transmute Base Material Property",
Options = {"Default", "Neon", "Plastic", "Glass", "DiamondPlate", "Wood", "Metal", "SmoothPlastic"},
CurrentOption = {"Default"},
Callback = function(selection)
objectTransmuteMaterial = selection[1]
end
})
TabObjectMods:CreateSection("Visual Enhancements & Collision Rules")
TabObjectMods:CreateDropdown({
Name = "Object Color Mode",
Options = {"Static", "Rainbow", "Disco"},
CurrentOption = {"Static"},
Callback = function(selection)
objectColorMode = selection[1]
end
})
TabObjectMods:CreateColorPicker({
Name = "Custom Object Static Color",
Color = Color3.fromRGB(255,255,255),
Callback = function(color)
objectStaticColor3 = color
end
})
TabObjectMods:CreateToggle({
Name = "Enable Touch to Destroy (Instant Killer Mode)",
CurrentValue = false,
Callback = function(val)
collisionVaporizerActive = val
end
})
TabObjectMods:CreateToggle({
Name = "Modify Nearby Object CanCollide Status",
CurrentValue = false,
Callback = function(val)
enableCanCollideModification = val
end
})
TabObjectMods:CreateToggle({
Name = "Target Object Solid Collision (CanCollide)",
CurrentValue = true,
Callback = function(val)
objectCanCollideOverride = val
end
})
TabObjectMods:CreateToggle({
Name = "Modify Nearby Object Massless Property",
CurrentValue = false,
Callback = function(val)
enableMasslessModification = val
end
})
TabObjectMods:CreateToggle({
Name = "Target Object Massless State",
CurrentValue = false,
Callback = function(val)
objectMasslessOverride = val
end
})
TabObjectMods:CreateSlider({
Name = "Object Transparency Alpha Rendering",
Range = {0, 1},
Increment = 0.05,
CurrentValue = 0,
Callback = function(val)
objectTargetTransparency = val
end
})
TabObjectMods:CreateSection("Continuous Spin & Forces")
TabObjectMods:CreateToggle({
Name = "Enable Continuous Spin on Objects",
CurrentValue = false,
Callback = function(val)
continuousSpinActive = val
end
})
TabObjectMods:CreateSlider({
Name = "Continuous Spin Speed X Axis",
Range = {-100, 100},
Increment = 1,
CurrentValue = 0,
Callback = function(val)
continuousSpinSpeedX = val
end
})
TabObjectMods:CreateSlider({
Name = "Continuous Spin Speed Y Axis",
Range = {-100, 100},
Increment = 1,
CurrentValue = 12,
Callback = function(val)
continuousSpinSpeedY = val
end
})
TabObjectMods:CreateSlider({
Name = "Continuous Spin Speed Z Axis",
Range = {-100, 100},
Increment = 1,
CurrentValue = 0,
Callback = function(val)
continuousSpinSpeedZ = val
end
})
TabObjectMods:CreateSlider({
Name = "Object Velocity Multiplier Factor",
Range = {0, 10},
Increment = 0.1,
CurrentValue = 1,
Callback = function(val)
objectVelocityMultiplier = val
end
})
TabObjectMods:CreateSlider({
Name = "Continuous Object Dampening Matrix",
Range = {0, 100},
Increment = 1,
CurrentValue = 0,
Callback = function(val)
continuousObjectDampening = val
end
})
TabObjectMods:CreateToggle({
Name = "Forcefully Unanchor Surrounding Objects",
CurrentValue = false,
Callback = function(val)
forcefullyUnanchorObjects = val
end
})
TabObjectMods:CreateToggle({
Name = "Freeze Nearby Objects In Place",
CurrentValue = false,
Callback = function(val)
freezeNearbyObjectsActive = val
end
})
TabObjectMods:CreateSection("Kinetic Shockwave Impulse")
TabObjectMods:CreateSlider({
Name = "Kinetic Shockwave Pulse Force",
Range = {-500, 500},
Increment = 5,
CurrentValue = 0,
Callback = function(val)
kineticPulseForce = val
end
})
TabObjectMods:CreateDropdown({
Name = "Kinetic Shockwave Direction Profile",
Options = {"Outward", "Inward", "Skyward Absolute", "Chaotic Random", "Seismic Tremor"},
CurrentOption = {"Outward"},
Callback = function(selection)
kineticPulseDirection = selection[1]
end
})
TabObjectMods:CreateSection("Target Scanner Custom Hotkeys")
TabObjectMods:CreateKeybind({
Name = "Anchor Object You are Looking At",
CurrentKeybind = "F",
HoldToInteract = false,
Flag = "Keybind_AnchorOne",
Callback = function()
if keybindsDisabled then return end
local spottedPart = PerformRaycastTargetScan()
if spottedPart then
pcall(function() spottedPart.Anchored = true end)
Rayfield:Notify({ Title = "Object Anchored", Content = "Locked: " .. spottedPart.Name, Duration = 2 })
end
end
})
TabObjectMods:CreateKeybind({
Name = "Unanchor Object You are Looking At",
CurrentKeybind = "G",
HoldToInteract = false,
Flag = "Keybind_UnanchorOne",
Callback = function()
if keybindsDisabled then return end
local spottedPart = PerformRaycastTargetScan()
if spottedPart then
pcall(function() spottedPart.Anchored = false end)
Rayfield:Notify({ Title = "Object Unanchor", Content = "Released: " .. spottedPart.Name, Duration = 2 })
end
end
})
TabObjectMods:CreateKeybind({
Name = "Launch Target Object Skyward",
CurrentKeybind = "B",
HoldToInteract = false,
Flag = "Keybind_LaunchOne",
Callback = function()
if keybindsDisabled then return end
local spottedPart = PerformRaycastTargetScan()
if spottedPart then
pcall(function()
spottedPart.Anchored = false
spottedPart.AssemblyLinearVelocity = Vector3.new(0, 350, 0)
end)
Rayfield:Notify({ Title = "Object Launched", Content = "Sent " .. spottedPart.Name .. " straight up!", Duration = 2 })
end
end
})
TabObjectMods:CreateKeybind({
Name = "Delete Object You are Looking At",
CurrentKeybind = "X",
HoldToInteract = false,
Flag = "Keybind_DeleteTargetCrosshair",
Callback = function()
if keybindsDisabled then return end
local spottedPart = PerformRaycastTargetScan()
if spottedPart then
pcall(function()
local structuralModel = spottedPart:FindFirstAncestorOfClass("Model")
if structuralModel and not Players:GetPlayerFromCharacter(structuralModel) and structuralModel ~= Workspace then
structuralModel:Destroy()
else
spottedPart:Destroy()
end
end)
Rayfield:Notify({ Title = "Object Destroyed", Content = "Purged target structural node safely.", Duration = 2 })
end
end
})
TabObjectMods:CreateKeybind({
Name = "Fling Object in Camera Direction",
CurrentKeybind = "Z",
HoldToInteract = false,
Flag = "Keybind_FlingCameraRelative",
Callback = function()
if keybindsDisabled then return end
local spottedPart = PerformRaycastTargetScan()
if spottedPart then
pcall(function()
spottedPart.Anchored = false
local cameraLook = Workspace.CurrentCamera.CFrame.LookVector
spottedPart.AssemblyLinearVelocity = cameraLook * 450
end)
Rayfield:Notify({ Title = "Object Flung", Content = "Shot " .. spottedPart.Name .. " forward!", Duration = 2 })
end
end
})
TabObjectMods:CreateKeybind({
Name = "Turn Target Object to Neon",
CurrentKeybind = "V",
HoldToInteract = false,
Flag = "Keybind_TransmuteOne",
Callback = function()
if keybindsDisabled then return end
local spottedPart = PerformRaycastTargetScan()
if spottedPart then
pcall(function()
spottedPart.Material = Enum.Material.Neon
end)
Rayfield:Notify({ Title = "Object Transmuted", Content = "Set " .. spottedPart.Name .. " to Neon!", Duration = 2 })
end
end
})
-- =============================================================
-- TAB CONFIGURATION: FE MATRIX
-- =============================================================
TabFE:CreateSection("Network Exploitation Simulation")
TabFE:CreateToggle({
Name = "Enable Glitch Jitter Vibration",
CurrentValue = false,
Callback = function(val)
glitchJitterActive = val
end
})
TabFE:CreateToggle({
Name = "Enable Size Flicker Oscillation",
CurrentValue = false,
Callback = function(val)
sizeFlickerActive = val
end
})
TabFE:CreateToggle({
Name = "Enable Object Time Bomb Delays",
CurrentValue = false,
Callback = function(val)
timeBombActive = val
end
})
TabFE:CreateSlider({
Name = "Time Bomb Countdown Timer",
Range = {1, 30},
Increment = 1,
CurrentValue = 3,
Callback = function(val)
timeBombDelay = val
end
})
-- =============================================================
-- TAB CONFIGURATION: VEHICLE MODS
-- =============================================================
TabVehicles:CreateSection("Vehicle Handling Subsystems")
TabVehicles:CreateToggle({
Name = "Enable Auto-Flip Matrix (Never Stay Upside Down)",
CurrentValue = false,
Callback = function(val)
autoFlipMatrixActive = val
end
})
TabVehicles:CreateToggle({
Name = "Enable Infinitely High Engine Torque",
CurrentValue = false,
Callback = function(val)
infiniteTorqueActive = val
end
})
TabVehicles:CreateToggle({
Name = "Enable Vehicle Rainbow Gradient Changer",
CurrentValue = false,
Callback = function(val)
vehicleRainbowActive = val
end
})
TabVehicles:CreateLabel("💡 Hotkey Notice: Press [Z] to Emergency Brake and stop instantly.")
TabVehicles:CreateSection("Custom Visuals & Aesthetics")
TabVehicles:CreateToggle({
Name = "Enable Static Vehicle Color",
CurrentValue = false,
Callback = function(val)
vehicleStaticColorActive = val
end
})
TabVehicles:CreateColorPicker({
Name = "Custom Vehicle Color",
Color = Color3.fromRGB(255, 255, 255),
Callback = function(color)
vehicleStaticColor = color
end
})
TabVehicles:CreateToggle({
Name = "Enable Custom Image/Decal Override",
CurrentValue = false,
Callback = function(val)
vehicleCustomImageActive = val
end
})
TabVehicles:CreateInput({
Name = "Custom Image ID",
PlaceholderText = "Paste Asset ID here...",
RemoveTextAfterFocusLost = false,
Callback = function(text)
vehicleCustomImageId = text
end
})
TabVehicles:CreateSection("Advanced Drift Mechanics")
TabVehicles:CreateToggle({
Name = "Enable Drift Mode (Zero Friction)",
CurrentValue = false,
Callback = function(val)
vehicleDriftModeActive = val
end
})
TabVehicles:CreateSection("Vehicle Speed Hack Framework")
TabVehicles:CreateToggle({
Name = "Enable Vehicle Speed Overrides",
CurrentValue = false,
Callback = function(val)
vehicleSpeedHackActive = val
end
})
TabVehicles:CreateSlider({
Name = "Target Vehicle Cruise Velocity",
Range = {10, 1000},
Increment = 10,
CurrentValue = 100,
Callback = function(val)
targetVehicleSpeedValue = val
end
})
TabVehicles:CreateDropdown({
Name = "Vehicle Input Drive Mode",
Options = {"Hold", "Toggle"},
CurrentOption = {"Hold"},
Callback = function(selection)
vehicleMovementMode = selection[1]
end
})
TabVehicles:CreateSlider({
Name = "Vehicle Turning Sensitivity Matrix",
Range = {1, 20},
Increment = 1,
CurrentValue = 4,
Callback = function(val)
vehicleTurnSpeed = val
end
})
TabVehicles:CreateSlider({
Name = "Vehicle Structural Gravity Modifier",
Range = {0, 500},
Increment = 5,
CurrentValue = 196,
Callback = function(val)
customVehicleGravity = val
end
})
TabVehicles:CreateSlider({
Name = "Vehicle Upward Jump Impulse",
Range = {0, 300},
Increment = 5,
CurrentValue = 50,
Callback = function(val)
vehicleJumpForce = val
end
})
TabVehicles:CreateSection("Vehicle Flight Subsystem")
TabVehicles:CreateDropdown({
Name = "Vehicle Fly Engine Profile",
Options = {"Static", "Tween", "VFly"},
CurrentOption = {"Static"},
Callback = function(selection)
vehicleFlyMode = selection[1]
end
})
TabVehicles:CreateToggle({
Name = "Enable Full Vehicle Flight Mode",
CurrentValue = false,
Callback = function(val)
vehicleFlyActive = val
end
})
TabVehicles:CreateSlider({
Name = "Vehicle Flight Cruise Velocity",
Range = {10, 1000},
Increment = 10,
CurrentValue = 100,
Callback = function(val)
vehicleFlySpeed = val
end
})
TabVehicles:CreateKeybind({
Name = "Vehicle Fly Ascend Trigger",
CurrentKeybind = "E",
HoldToInteract = false,
Flag = "VehicleFlyUpKey",
Callback = function() end
})
TabVehicles:CreateKeybind({
Name = "Vehicle Fly Descend Trigger",
CurrentKeybind = "Q",
HoldToInteract = false,
Flag = "VehicleFlyDownKey",
Callback = function() end
})
-- =============================================================
-- TAB CONFIGURATION: TELEKINESIS ADVANCED
-- =============================================================
TabTelekinesis:CreateSection("Core Telekinesis Configurations")
TabTelekinesis:CreateSlider({
Name = "Hold Distance Offset Vector",
Range = {5, 150},
Increment = 5,
CurrentValue = 30,
Callback = function(val)
tkTargetDistance = val
end
})
TabTelekinesis:CreateToggle({
Name = "Enable Mouse Guided Orbit Rotation",
CurrentValue = false,
Flag = "TK_RotationToggle",
Callback = function() end
})
TabTelekinesis:CreateKeybind({
Name = "Rotation Activation Modifier Key",
CurrentKeybind = "LeftAlt",
HoldToInteract = false,
Flag = "TK_RotateKey",
Callback = function() end
})
TabTelekinesis:CreateSection("Spinning & Kinetic Dynamics")
TabTelekinesis:CreateSlider({
Name = "Continuous Rotation Spin X Axis",
Range = {-20, 20},
Increment = 1,
CurrentValue = 0,
Callback = function(val)
tkSpinX = val
end
})
TabTelekinesis:CreateSlider({
Name = "Continuous Rotation Spin Y Axis",
Range = {-20, 20},
Increment = 1,
CurrentValue = 0,
Callback = function(val)
tkSpinY = val
end
})
TabTelekinesis:CreateSlider({
Name = "Continuous Rotation Spin Z Axis",
Range = {-20, 20},
Increment = 1,
CurrentValue = 0,
Callback = function(val)
tkSpinZ = val
end
})
TabTelekinesis:CreateSection("Wave Form Fluctuations")
TabTelekinesis:CreateToggle({
Name = "Enable Floating Wave Form Motion",
CurrentValue = false,
Callback = function(val)
tkWaveMotion = val
end
})
TabTelekinesis:CreateSlider({
Name = "Wave Form Amplitude Scale",
Range = {1, 50},
Increment = 1,
CurrentValue = 5,
Callback = function(val)
tkWaveAmplitude = val
end
})
TabTelekinesis:CreateSlider({
Name = "Wave Form Frequency Speed",
Range = {1, 20},
Increment = 1,
CurrentValue = 5,
Callback = function(val)
tkWaveSpeed = val
end
})
TabTelekinesis:CreateSection("Fling Mechanics")
TabTelekinesis:CreateToggle({
Name = "Fling Held Objects On Release",
CurrentValue = false,
Callback = function(val)
tkFlingOnRelease = val
end
})
TabTelekinesis:CreateSlider({
Name = "Object Fling Launch Impulse Force",
Range = {100, 5000},
Increment = 50,
CurrentValue = 500,
Callback = function(val)
tkFlingForce = val
end
})
-- =============================================================
-- TAB CONFIGURATION: GRAVITY SETTINGS
-- =============================================================
TabGravity:CreateSection("Global Environmental Vector Overrides")
TabGravity:CreateSlider({
Name = "Global Base Workspace Gravity Index",
Range = {0, 1000},
Increment = 5,
CurrentValue = 196,
Callback = function(val)
currentGravityValue = val
handleSliderLogging("Global Gravity", val)
end
})
TabGravity:CreateSlider({
Name = "Upward/Downward External Velocity Vector",
Range = {-500, 500},
Increment = 5,
CurrentValue = 0,
Callback = function(val)
negativeGravityValue = val
handleSliderLogging("Y-Axis Velocity Vector", val)
end
})
TabGravity:CreateToggle({
Name = "Lock Character Local Gravity to Normal",
CurrentValue = false,
Callback = function(val)
keepOriginalGravity = val
SynchronizeLocalPlayerGravityRig()
end
})
TabGravity:CreateSection("Asymmetric Directional Wind & Vector Forces")
TabGravity:CreateToggle({
Name = "Maintain Character Lateral Stability State",
CurrentValue = false,
Callback = function(val)
keepDirectionalOriginalGravity = val
SynchronizeLocalPlayerGravityRig()
end
})
TabGravity:CreateSlider({
Name = "North Force Vector Strength",
Range = {0, 600},
Increment = 5,
CurrentValue = 0,
Callback = function(val)
northGravity = val
SynchronizeLocalPlayerGravityRig()
handleSliderLogging("North Gravity Vector", val)
end
})
TabGravity:CreateSlider({
Name = "South Force Vector Strength",
Range = {0, 600},
Increment = 5,
CurrentValue = 0,
Callback = function(val)
southGravity = val
SynchronizeLocalPlayerGravityRig()
handleSliderLogging("South Gravity Vector", val)
end
})
TabGravity:CreateSlider({
Name = "East Force Vector Strength",
Range = {0, 600},
Increment = 5,
CurrentValue = 0,
Callback = function(val)
eastGravity = val
SynchronizeLocalPlayerGravityRig()
handleSliderLogging("East Gravity Vector", val)
end
})
TabGravity:CreateSlider({
Name = "West Force Vector Strength",
Range = {0, 600},
Increment = 5,
CurrentValue = 0,
Callback = function(val)
westGravity = val
SynchronizeLocalPlayerGravityRig()
handleSliderLogging("West Gravity Vector", val)
end
})
-- =============================================================
-- TAB CONFIGURATION: SAFETY SETTINGS
-- =============================================================
TabSafety:CreateSection("Input Safety Protocols")
TabSafety:CreateToggle({
Name = "Temporarily Disable All Macro Keybinds",
CurrentValue = false,
Callback = function(val)
keybindsDisabled = val
end
})
TabSafety:CreateSection("Feedback & Logging Modes")
TabSafety:CreateToggle({
Name = "Chat Mode (Broadcast Changes to Public Chat)",
CurrentValue = false,
Callback = function(val)
chatModeEnabled = val
Rayfield:Notify({ Title = "Mode Toggled", Content = "Chat Logging Mode is now " .. (val and "ON" or "OFF"), Duration = 1.5 })
end
})
TabSafety:CreateToggle({
Name = "Console Mode (Instant Debug Console Output)",
CurrentValue = false,
Callback = function(val)
consoleModeEnabled = val
Rayfield:Notify({ Title = "Mode Toggled", Content = "Console Debug Mode is now " .. (val and "ON" or "OFF"), Duration = 1.5 })
end
})
-- =============================================================
-- EMERGENCY core shutdown & Script Unload
-- =============================================================
TabSafety:CreateButton({
Name = "🔴 Emergency Core Shutdown & Script Unload",
Callback = function()
pcall(function()
runServiceRef:UnbindFromRenderStep("ZenithSystemPhysicsLoop")
if localForceInstance then localForceInstance:Destroy() end
if localDirectionalForceInstance then localDirectionalForceInstance:Destroy() end
if tkConnection then tkConnection:Disconnect() end
if Workspace:FindFirstChild("ZenithPathfinderFolder") then Workspace.ZenithPathfinderFolder:Destroy() end
if lastTrackedPart then
local oldTag = lastTrackedPart:FindFirstChild("ZenithObjectTag")
if oldTag then oldTag:Destroy() end
end
for _, player in ipairs(Players:GetPlayers()) do
RemoveEspObjects(player)
end
Workspace.Gravity = 196.2
Rayfield:Destroy()
end)
end
})
-- =============================================================
-- CUSTOM CHAT LOADING SETTINGS (20 Textboxes)
-- =============================================================
TabSafety:CreateSection("Custom Chat Broadcast Configuration")
-- Default message list
local CustomChatMessages = {
[1] = "Zenith Sandbox Object Modder...",
[2] = "Loading GUI...",
[3] = "Loading Features...",
[4] = "Fetching assets and modules...",
[5] = "Finishing loading...",
[6] = "Applying last touches...",
[7] = "Bypassing sandbox restrictions...",
[8] = "Done!",
[9] = "Load finished! have fun.",
[10] = "System fully operational!"
}
-- Default delay list
local CustomChatDelays = {
[1] = 1,
[2] = 3,
[3] = 0.7,
[4] = 1.2,
[5] = 3,
[6] = 1.5,
[7] = 0.5,
[8] = 0.5,
[9] = 1.0,
[10] = 1.0
}
-- Generate 10 Textboxes for Chat Loading Messages
for i = 1, 10 do
TabSafety:CreateInput({
Name = "Loading Message " .. i,
PlaceholderText = CustomChatMessages[i],
RemoveTextAfterFocusLost = false,
Callback = function(Text)
if Text and Text ~= "" then
CustomChatMessages[i] = Text
end
end,
})
end
-- Generate 10 Textboxes for Delays until next message
for i = 1, 10 do
TabSafety:CreateInput({
Name = "Message Delay " .. i .. " (Seconds)",
PlaceholderText = tostring(CustomChatDelays[i]),
RemoveTextAfterFocusLost = false,
Callback = function(Text)
local targetDelay = tonumber(Text)
if targetDelay then
CustomChatDelays[i] = targetDelay
end
end,
})
end
TabSafety:CreateToggle({
Name = "Auto Feature Saving",
CurrentValue = _G.AutoSaveFeatures,
Callback = function(val)
_G.AutoSaveFeatures = val
-- Notify the user of the change
Rayfield:Notify({
Title = "Configuration Update",
Content = "Auto-saving features is now " .. (val and "ENABLED ✅" or "DISABLED ❌"),
Duration = 2
})
-- Instantly save configuration if enabled
if val then
Rayfield:SaveConfiguration()
end
end
})Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: sirius.menu, games.roblox.com.
an object modder

Universal