Run it
Copy the script and paste it into your executor.
Rayfield = (:())()
Window = Rayfield:({
Name = ,
Icon = ,
LoadingTitle = ,
LoadingSubtitle = ,
Theme = ,
DisableRayfieldPrompts = ,
DisableBuildWarnings = ,
ConfigurationSaving = {
Enabled = ,
FolderName = ,
FileName =
}
})
Tab = Window:(, )
nametagMode =
killerWeapons = {
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = , [] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = , [] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
}
vigilanteWeapons = {
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
}
specialKillerWeapons = {
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
}
specificJuggernautWeapons = {
[] = ,
[] = ,
[] = ,
}
allRoleWeapons = {}
name, _ (killerWeapons) allRoleWeapons[name] =
name, _ (vigilanteWeapons) allRoleWeapons[name] =
killerColor = .(, , )
killerLabel =
innocentColor = .(, , )
innocentLabel =
vigilanteColor = .(, , )
vigilanteLabel =
hintMatchColor = .(, , )
hintMatchLabel =
vigilanteHintColor = .(, , )
vigilanteHintLabel =
killerHintColor = .(, , )
killerHintLabel =
Players = :()
RunService = :()
ReplicatedStorage = :()
lp = Players.LocalPlayer
Workspace = :()
NPCSFolder = Workspace:()
BloodFolder = Workspace:()
Camera = Workspace.CurrentCamera
espEnabled =
stopEspLoop =
espPlayerAddedConnection =
espCharacterAddedConnections = {}
rolesLockedByTeam =
lockedTeamRoles = {}
playersMatchingHints = {}
firstVigilanteTracker = {}
playersWithStandardKillerWeapons = {}
droppedGunConnections = {}
playerRoles = {}
bulletRedirectionModes = {}
(player)
NPCSFolder
playerNPCModel = NPCSFolder:(player.Name)
playerNPCModel
charNameValue = playerNPCModel:()
playerNPCModel:()
playerNPCModel:()
charNameValue charNameValue:()
charNameValue.Value
configObject = playerNPCModel:()
configObject
nameInConfig = configObject:()
configObject:()
configObject:()
nameInConfig nameInConfig:()
nameInConfig.Value
humanoid = playerNPCModel:()
humanoid humanoid.DisplayName ~= player.Name
humanoid.DisplayName
player.Name
(player, roleColor, labelText)
player.Character
head = player.Character:()
head
displayText = labelText
nametagMode ==
displayText = player.Name
nametagMode ==
displayText = (player)
highlight = player.Character:()
highlight
highlight = .()
highlight.Name =
highlight.Archivable =
highlight.DepthMode = .HighlightDepthMode.AlwaysOnTop
highlight.OutlineColor = .(, , )
highlight.FillTransparency =
highlight.OutlineTransparency =
highlight.Parent = player.Character
highlight.FillColor ~= roleColor
highlight.FillColor = roleColor
displayText
bb = head:()
bb
bb = .()
bb.Name =
bb.Size = .(, , , )
bb.StudsOffset = .(, , )
bb.Adornee = head
bb.AlwaysOnTop =
bb.Parent = head
label = .()
label.Name =
label.Size = .(, , , )
label.BackgroundTransparency =
label.TextStrokeTransparency =
label.TextScaled =
label.Font = .Font.SourceSansBold
label.Parent = bb
label = bb:()
label
label.Text ~= displayText label.Text = displayText
label.TextColor3 ~= roleColor label.TextColor3 = roleColor
(character)
character
oldHighlight = character:()
oldHighlight oldHighlight:()
head = character:()
head
tag = head:()
tag tag:()
(gunTool)
gunTool
old = gunTool:()
old old:()
(gunTool)
gunTool gunTool:()
(gunTool)
highlight = .()
highlight.Name =
highlight.Adornee = gunTool
highlight.DepthMode = .HighlightDepthMode.AlwaysOnTop
highlight.Enabled =
highlight.FillColor = .(, , )
highlight.FillTransparency =
highlight.OutlineColor = .(, , )
highlight.OutlineTransparency =
highlight.Parent = gunTool
()
espEnabled BloodFolder
_, obj (BloodFolder:())
obj:()
weaponName = obj.Name
killerWeapons[weaponName] vigilanteWeapons[weaponName] specialKillerWeapons[weaponName]
(obj)
droppedGunConnections[obj]
droppedGunConnections[obj] = obj.AncestryChanged:(()
obj.Parent
(obj)
droppedGunConnections[obj]:()
droppedGunConnections[obj] =
)
()
BloodFolder
_, obj BloodFolder:()
obj:() (obj)
tool, conn (droppedGunConnections)
conn conn.Connected conn:()
droppedGunConnections[tool] =
(player)
tools = {}
backpack = player:()
backpack
_, tool (backpack:())
tool:() tools[tool.Name] = tool
player.Character
_, tool (player.Character:())
tool:() tools[tool.Name] = tool
NPCSFolder
playerNPCModel = NPCSFolder:(player.Name)
playerNPCModel
_, child (playerNPCModel:())
child:() tools[child.Name] = child
tools
(toolsByName)
weaponName, _ (killerWeapons)
specialKillerWeapons[weaponName] toolsByName[weaponName]
, killerColor, killerLabel
weaponName, _ (vigilanteWeapons)
toolsByName[weaponName]
, vigilanteColor, vigilanteLabel
, ,
(text)
targetNumber =
content = text
targetMatch = text:()
targetMatch
targetNumber = (text:())
content = text:(#targetMatch + )
content = content:()
taskMatch = content:()
taskMatch
targetNumber, , taskMatch:()
targetNumber, , content
()
playersMatchingHints = {}
RSOD = lp:() lp.PlayerGui:()
RSOD
HintsScrollFrame = RSOD:()
HintsScrollFrame
targetConditions = {}
_, textLabel (HintsScrollFrame:())
textLabel.Name == textLabel:()
text = textLabel.Text
text #text >
targetNum, hintType, hintValue = (text)
hintValue #hintValue >
targetConditions[targetNum]
targetConditions[targetNum] = {}
.(targetConditions[targetNum], { = hintType, value = hintValue })
(targetConditions) ==
NPCSFolder
_, player Players:()
player ~= lp
playerNPCModel = NPCSFolder:(player.Name)
playerNPCModel
configObject = playerNPCModel:()
playerMatchesAnyTarget =
targetNumber, conditionsForTarget (targetConditions)
playerMatchesAllConditionsForTarget =
_, condition (conditionsForTarget)
conditionMet =
condition.type ==
assignedTaskObject = playerNPCModel:()
assignedTaskObject assignedTaskObject:() assignedTaskObject.Value == condition.value
conditionMet =
condition.type ==
configObject
_, configChild (configObject:())
configChild:() configChild.Value == condition.value
conditionMet =
conditionMet
playerMatchesAllConditionsForTarget =
playerMatchesAllConditionsForTarget
playerMatchesAnyTarget =
playerMatchesAnyTarget
playersMatchingHints[player] =
()
everyoneHasGunConditionMet =
noOneHasGunConditionMet =
newHighestPriorityKillerDetected =
theSingleKillerGunHolder =
specificJuggernautDetected =
theSpecificJuggernautHolder =
specialKillerDetected =
playersWithSpecialWeapons = {}
playersWithValidCharacters = {}
playersWithoutAnyGun = {}
playersWithAnyGun = {}
playersWithVigilanteWeapons = {}
playersWithStandardKillerWeapons = {}
vigilanteCount =
killerGunHoldersCount =
singleKillerGunHolderCandidate =
cachedTools = {}
playerRoles = {}
_, player (Players:())
player ~= lp player.Character player.Character:()
playersWithValidCharacters[player] =
toolsByName = (player)
cachedTools[player] = toolsByName
hasAnyRoleWeapon =
hasVigilanteWeapon =
hasKillerWeapon =
name, _ (toolsByName)
specialKillerWeapons[name]
specialKillerDetected =
playersWithSpecialWeapons[player] =
specificJuggernautWeapons[name]
specificJuggernautDetected =
theSpecificJuggernautHolder = player
allRoleWeapons[name] hasAnyRoleWeapon =
vigilanteWeapons[name]
hasVigilanteWeapon =
playersWithVigilanteWeapons[player] =
killerWeapons[name]
hasKillerWeapon =
specialKillerWeapons[name]
playersWithStandardKillerWeapons[player] =
hasVigilanteWeapon
vigilanteCount = vigilanteCount +
firstVigilanteTracker[player] == firstVigilanteTracker[player] =
hasKillerWeapon
killerGunHoldersCount = killerGunHoldersCount +
singleKillerGunHolderCandidate = player
hasAnyRoleWeapon
playersWithoutAnyGun[player] =
playersWithAnyGun[player] =
vigilanteCount == killerGunHoldersCount == singleKillerGunHolderCandidate
newHighestPriorityKillerDetected =
theSingleKillerGunHolder = singleKillerGunHolderCandidate
specialKillerDetected =
specificJuggernautDetected =
rolesLockedByTeam =
lockedTeamRoles = {}
otherPlayersWithCharCount =
player, _ (playersWithValidCharacters)
player ~= lp otherPlayersWithCharCount = otherPlayersWithCharCount +
localNPC = NPCSFolder:(lp.Name)
localNPC
localNPC:() localNPC:()
everyoneHasGunConditionMet =
anyValidTargetHasGun =
player, _ (playersWithValidCharacters)
playersWithAnyGun[player]
anyValidTargetHasGun =
anyValidTargetHasGun otherPlayersWithCharCount >
noOneHasGunConditionMet =
higherPriorityActive = newHighestPriorityKillerDetected specificJuggernautDetected specialKillerDetected
higherPriorityActive noOneHasGunConditionMet
rolesLockedByTeam
rolesLockedByTeam =
lockedTeamRoles = {}
everyoneHasGunConditionMet
rolesLockedByTeam
rolesLockedByTeam =
lockedTeamRoles = {}
localNPC = NPCSFolder:(lp.Name)
localTeam =
localNPC
localNPC:()
localTeam =
localNPC:()
localTeam =
player, _ (playersWithValidCharacters)
playerNPC = NPCSFolder:(player.Name)
playerNPC localTeam
playerNPC:(localTeam)
lockedTeamRoles[player] =
lockedTeamRoles[player] =
lockedTeamRoles[player] =
()
_, player (Players:())
playersWithValidCharacters[player]
newHighestPriorityKillerDetected player == theSingleKillerGunHolder
playerRoles[player] = {label = killerLabel, color = killerColor}
specificJuggernautDetected
player == theSpecificJuggernautHolder
playerRoles[player] = {label = killerLabel, color = killerColor}
toolsByName = cachedTools[player]
hasAnyRoleWeapon =
name, _ (toolsByName)
allRoleWeapons[name] hasAnyRoleWeapon = ;
playerRoles[player] = hasAnyRoleWeapon {label = vigilanteLabel, color = vigilanteColor} {label = innocentLabel, color = innocentColor}
specialKillerDetected
playersWithSpecialWeapons[player]
playerRoles[player] = {label = killerLabel, color = killerColor}
playersWithVigilanteWeapons[player]
playerRoles[player] = {label = vigilanteLabel, color = vigilanteColor}
playerRoles[player] = {label = innocentLabel, color = innocentColor}
rolesLockedByTeam
lockedRole = lockedTeamRoles[player]
lockedRole ==
playerRoles[player] = {label = killerLabel, color = killerColor}
lockedRole ==
playerRoles[player] = {label = innocentLabel, color = innocentColor}
playersMatchingHints[player] playersWithVigilanteWeapons[player]
playerRoles[player] = {label = vigilanteHintLabel, color = vigilanteHintColor}
playersMatchingHints[player] playersWithStandardKillerWeapons[player]
playerRoles[player] = {label = killerHintLabel, color = killerHintColor}
playersMatchingHints[player]
playerRoles[player] = {label = hintMatchLabel, color = hintMatchColor}
toolsByName = cachedTools[player]
standardRole, standardColor, standardLabel = (toolsByName)
standardRole
playerRoles[player] = {label = standardLabel, color = standardColor}
playerRoles[player] = {label = innocentLabel, color = innocentColor}
()
espEnabled
_, player (Players:())
player ~= lp player.Character
roleData = playerRoles[player]
roleData
(player, roleData.color, roleData.label)
(player.Character)
player.Character
(player.Character)
()
()
espEnabled
espEnabled =
stopEspLoop =
espPlayerAddedConnection
espPlayerAddedConnection:()
espPlayerAddedConnection =
player, conn (espCharacterAddedConnections)
conn conn:()
.(espCharacterAddedConnections)
_, player (Players:())
player.Character (player.Character)
()
Rayfield:({Title = , Content = , Duration = , Image = })
()
BloodFolder
_, item (BloodFolder:())
item:() (killerWeapons[item.Name] vigilanteWeapons[item.Name] specialKillerWeapons[item.Name])
handle = item:()
handle handle:() lp.Character lp.Character:()
lp.Character:(.(handle.Position + .(, , )))
Tab:({
Name = ,
Options = {, , },
CurrentOption = {},
MultipleOptions = ,
Flag = ,
Callback = (Option)
nametagMode = Option[]
espEnabled ()
,
})
Tab:({Name = , Callback = tpToDroppedGun})
Tab:({
Name = ,
Callback = ()
espEnabled
espEnabled =
stopEspLoop =
.(()
espEnabled stopEspLoop
()
.()
)
espPlayerAddedConnection = .Players.PlayerAdded:((player)
charAddedConn = player.CharacterAdded:(() .(); () )
espCharacterAddedConnections[player] = charAddedConn
player.Character .(); ()
)
.Players.PlayerRemoving:((player)
espCharacterAddedConnections[player] espCharacterAddedConnections[player]:()
player.Character (player.Character)
)
()
})
Tab:({Name = , Callback = disableEsp})
BloodFolder.ChildRemoved:((child)
child:()
(child)
droppedGunConnections[child] droppedGunConnections[child]:(); droppedGunConnections[child] =
)
AimbotTab = Window:()
LocalAimbotConfig = {HitChance = , wallcheck = , TargetParts = {}, radius = , aimbotEnabled = , fovVisible = }
run = run_on_actor run_on_thread
availableActors = getactors getactorthreads
AimbotActor = availableActors ()[]
AimbotTab:({
Name = ,
Options = {, , },
CurrentOption = {},
MultipleOptions = ,
Flag = ,
Callback = (Options) bulletRedirectionModes = Options ,
})
AimbotTab:({Name = , CurrentValue = , Callback = (value) LocalAimbotConfig.aimbotEnabled = value; AimbotActor (AimbotActor, .(, (value))) })
AimbotTab:({Name = , Range = {, }, Increment = , Suffix = , CurrentValue = , Callback = (value) LocalAimbotConfig.HitChance = value; AimbotActor (AimbotActor, .(, value)) })
AimbotTab:({Name = , CurrentValue = , Callback = (value) LocalAimbotConfig.wallcheck = value; AimbotActor (AimbotActor, .(, (value))) })
AimbotTab:({Name = , Options = {, , , , , }, CurrentOption = {}, MultipleOptions = , Callback = (Options) LocalAimbotConfig.TargetParts = Options })
AimbotTab:({Name = , Range = {, }, Increment = , CurrentValue = , Callback = (value) LocalAimbotConfig.radius = value; AimbotActor (AimbotActor, .(, value)) })
AimbotTab:({Name = , CurrentValue = , Callback = (value) LocalAimbotConfig.fovVisible = value })
circle = .()
circle.Filled =
circle.NumSides =
circle.Thickness =
circle.Color = .(, , )
RunService.RenderStepped:(()
circle LocalAimbotConfig
viewportSize = Camera.ViewportSize
circle.Radius = LocalAimbotConfig.radius
circle.Position = .(viewportSize.X / , viewportSize.Y / )
circle.Visible = LocalAimbotConfig.fovVisible
)
()
targetPartsString =
i, p (LocalAimbotConfig.TargetParts) targetPartsString = targetPartsString .. .. p .. .. (i == #LocalAimbotConfig.TargetParts )
targetPartsString = targetPartsString ..
code = .(,
LocalAimbotConfig.HitChance, (LocalAimbotConfig.wallcheck), targetPartsString,
LocalAimbotConfig.radius, (LocalAimbotConfig.aimbotEnabled), (LocalAimbotConfig.fovVisible)
)
code
(tbl, value)
_, v (tbl) v == value
.(()
()
validTargetNames = {}
player, data (playerRoles)
data
shouldTarget =
(bulletRedirectionModes, ) (data.label == killerLabel data.label == killerHintLabel) shouldTarget =
(bulletRedirectionModes, ) (data.label == vigilanteLabel data.label == vigilanteHintLabel) shouldTarget =
(bulletRedirectionModes, ) (data.label == innocentLabel data.label == hintMatchLabel) shouldTarget =
shouldTarget validTargetNames[player.Name] =
namesString =
name, _ (validTargetNames) namesString = namesString .. .. name ..
namesString = namesString ..
AimbotActor (AimbotActor, .(, namesString))
.()
)
AimbotActor
Success, Result = (getfflag, )
Success Result ==
(())()
(AimbotActor, ())
Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: sirius.menu.
ESP (bystander, vigilante, killer, hint match, juggernaut, team war), See username/character name/role, TP to gun, Silent aim (fov size, target role, target body part) Does not work on Xeno/Solara/Real, might work on most paid executors. Works on Madium and Yub-X free executors
[TITLE UNAVAILABLE]