Run it
Copy the script and paste it into your executor.
plrs = :()
ws = :()
rs = :()
gui = :()
rep = :()
lp = plrs.LocalPlayer
mouse = lp:()
().cfg = {
silent = , part = , wallcheck = ,
chance = , headshot = ,
fov = , fov_r = , fov_c = .(, , ),
trigger = , trigger_delay = ,
mods = , no_recoil = , fast_reload = , big_hitbox = ,
reload_t = , bullet_r = ,
esp = , esp_bots = , esp_plrs = ,
tracers = , names = ,
}
c = ().cfg
fovCircle = .()
fovCircle.Thickness = ; fovCircle.NumSides =
fovCircle.Filled = ; fovCircle.Transparency =
rs.RenderStepped:(()
fovCircle.Radius = c.fov_r
fovCircle.Color = c.fov_c
fovCircle.Visible = c.fov
inset = gui:()
fovCircle.Position = .(mouse.X, mouse.Y + inset.Y)
)
(part, origin)
rp = RaycastParams.()
rp.FilterType = .RaycastFilterType.Exclude
f = {lp.Character, ws.CurrentCamera}
_, v (plrs:())
v ~= lp v.Character f[#f+] = v.Character
ws:()
_, v (ws.bots:()) f[#f+] = v
rp.FilterDescendantsInstances = f
ws:(origin, part.Position - origin, rp) ==
()
cam = ws.CurrentCamera
cam
bestPart, bestModel, isBot = , ,
bestDist = c.fov_r
inset = gui:()
mPos = .(mouse.X, mouse.Y + inset.Y)
(mdl, bot)
mdl mdl == lp.Character
hum = mdl:()
tgt = mdl:(c.part) mdl:()
hum tgt hum.Health <=
screenPos, onScreen = cam:(tgt.Position)
onScreen
dist = (.(screenPos.X, screenPos.Y) - mPos).Magnitude
dist < bestDist
c.wallcheck (tgt, cam.CFrame.Position)
bestDist = dist
bestPart = tgt
bestModel = mdl
isBot = bot
_, v (plrs:())
v ~= lp (v.Character, )
ws:()
_, v (ws.bots:()) (v, )
bestPart, bestModel, isBot
wc =
(() wc = (rep.client.controllers.WeaponController) )
wc wc.request_fire
_fire =
_fire = (wc.request_fire, ((self, ...)
c.silent (self, ...)
tgt = ()
tgt .() <= c.chance
cam = ws.CurrentCamera
savedCF = cam.CFrame
cam.CFrame = .(savedCF.Position, tgt.Position)
ret = {(self, ...)}
cam.CFrame = savedCF
(ret)
(self, ...)
))
zap =
(() zap = (rep.client.zap) )
zap zap.shoot zap.shoot.fire
_shootFire =
_shootFire = (zap.shoot.fire, ((data)
c.silent data
tgt, mdl, bot = ()
tgt bot .() <= c.chance
cam = ws.CurrentCamera
data.direction = (tgt.Position - (data.origin cam.CFrame.Position)).Unit
c.headshot data.is_headshot =
_, p (plrs:())
p.Character == mdl data.target = p;
(data)
))
zap zap.shoot_dummy zap.shoot_dummy.fire
_dummyFire =
_dummyFire = (zap.shoot_dummy.fire, ((data)
c.silent data
tgt, mdl, bot = ()
tgt bot .() <= c.chance
cam = ws.CurrentCamera
data.direction = (tgt.Position - (data.origin cam.CFrame.Position)).Unit
c.headshot data.is_headshot =
data.dummy = mdl
(data)
))
fireTimer =
rs.Heartbeat:((dt)
c.mods wc
loadout = wc.loadout
loadout loadout.weapon
weap = loadout.weapon
stats = weap.weapon_stats
stats
c.no_recoil weap.recoil_amount = .(,)
c.fast_reload stats.reload_duration = c.reload_t
c.big_hitbox stats.bullet_radius = c.bullet_r
c.trigger wc wc.request_fire
fireTimer = fireTimer + dt
fireTimer >= c.trigger_delay
fireTimer =
()
(wc.request_fire, wc)
)
espObjects = {}
(mdl, bot)
espObjects[mdl]
line = .()
line.Thickness = ; line.Visible =
line.Color = bot .(,,) .(,,)
line.Transparency =
label = .()
label.Size = ; label.Center =
label.Outline = ; label.Visible =
label.Color = .(,,)
espObjects[mdl] = {line = line, label = label, isBot = bot}
(mdl)
obj = espObjects[mdl]
obj
obj.line:()
obj.label:()
espObjects[mdl] =
rs.RenderStepped:(()
cam = ws.CurrentCamera
c.esp cam
_, v (espObjects)
v.line.Visible =
v.label.Visible =
_, v (plrs:())
v ~= lp v.Character (v.Character, )
ws:()
_, v (ws.bots:()) (v, )
mdl, obj (espObjects)
head = mdl:()
hum = mdl:()
head hum hum.Health <= mdl.Parent
(mdl)
pos, onScreen = cam:(head.Position)
onScreen
myRoot = lp.Character lp.Character:()
d = myRoot .((myRoot.Position - head.Position).Magnitude)
obj.line.From = .(cam.ViewportSize.X/, cam.ViewportSize.Y)
obj.line.To = .(pos.X, pos.Y)
obj.line.Visible = c.tracers
prefix = obj.isBot
obj.label.Position = .(pos.X, pos.Y - )
obj.label.Text = prefix .. mdl.Name .. .. d ..
obj.label.Visible = c.names
obj.line.Visible =
obj.label.Visible =
)
silent aim