Run it
Copy the script and paste it into your executor.
Players = :()
StarterGui = :()
RunService = :()
UserInputService = :()
Workspace = :()
CoreGui = :()
ReplicatedStorage = :()
notification = :()
LocalPlayer = Players.LocalPlayer
Camera = Workspace.CurrentCamera
Rayfield = (:())()
Window = Rayfield:({
Name = ,
LoadingTitle = ,
LoadingSubtitle = ,
Theme = ,
ConfigurationSaving = { Enabled = , FolderName = , FileName = },
Discord = { Enabled = , Invite = , Required = },
KeySystem = ,
})
.(()
(()
sg
_ = ,
sg = CoreGui:()
sg
.()
sg
OFFWHITE = .(, , )
BLACK = .(, , )
(c)
(c.R * + c.G * + c.B * ) <
_, d (sg:())
d:() d:()
(d.BackgroundColor3) d.BackgroundColor3 = OFFWHITE
d:() d:() d:()
(d.TextColor3) d.TextColor3 = BLACK
d:() (d.BackgroundColor3)
d.BackgroundColor3 = OFFWHITE
d:() d:()
(d.ImageColor3) d.ImageColor3 = BLACK
)
)
TabSilent = Window:(, )
TabFirerate = Window:(, )
TabESP = Window:(, )
TabChams = Window:(, )
(src)
getactors run_on_actor
()
actors = ()
actor = actors actors[]
actor ()
ok, err = (run_on_actor, actor, src)
ok ( .. (err))
ok
(instance)
instance instance:()
parent = instance.Parent
isHard = instance:()
(parent parent:())
isSoft = instance:()
(parent parent:())
instance.Transparency >= instance.CanCollide
isSoft
isHard
dims = { instance.Size.X, instance.Size.Y, instance.Size.Z }
.(dims)
dims[] >
dims = { instance.Size.X, instance.Size.Y, instance.Size.Z }
.(dims)
instance:()
dims[] <=
dims[] <
(origin, targetPos, ignoreList)
direction = targetPos - origin
params = RaycastParams.()
params.FilterType = .RaycastFilterType.Exclude
params.FilterDescendantsInstances = ignoreList {}
remaining = direction
pos = origin
_ = ,
result = Workspace:(pos, remaining, params)
result
(result.Instance)
params:(result.Instance)
traveled = result.Position - origin
remaining = direction - traveled
pos = result.Position + remaining.Unit *
remaining.Magnitude <
(m)
m m:() m:() ==
PlayerToVM = {}
(plr, char)
plr == LocalPlayer
.(()
torso = char:(, )
torso
(torso.Parent)
PlayerToVM[plr] = torso.Parent
conn
conn = torso.AncestryChanged:(()
conn:()
vm = torso.Parent
(vm)
PlayerToVM[plr] = vm
)
char.AncestryChanged:(()
char:() conn
conn:(); conn =
)
)
(plr)
plr == LocalPlayer
plr.Character (plr, plr.Character)
plr.CharacterAdded:((c) (plr, c) )
plr.CharacterRemoving:(()
PlayerToVM[plr] =
)
_, p (Players:()) (p)
Players.PlayerAdded:(hookPlayer)
Players.PlayerRemoving:((p) PlayerToVM[p] = )
SA = {
Enabled = ,
AutoShoot = ,
FOV = ,
TargetPart = ,
TeamCheck = ,
WallbangOnly = ,
}
fovCircle = .()
fovCircle.Visible =
fovCircle.Thickness =
fovCircle.Color = .(, , )
fovCircle.Filled =
fovCircle.NumSides =
fovCircle.Transparency =
RunService.RenderStepped:(()
Camera = Workspace.CurrentCamera
center = Camera.ViewportSize /
fovCircle.Position = center
fovCircle.Radius = SA.FOV
fovCircle.Visible = SA.Enabled
)
CUSTOM_PARTS = {
,,,,
,,,,,,
}
(plr)
SA.TeamCheck
a, b = LocalPlayer.Team, plr.Team
a b a == b
()
UserInputService:()
(vm)
parts = {}
SA.TargetPart ==
h = vm:()
h parts[#parts+] = h
_, name (CUSTOM_PARTS)
p = vm:(name)
p parts[#parts+] = p
parts
()
mouse = UserInputService:()
cam = Workspace.CurrentCamera
best =
bestDist2 = SA.FOV * SA.FOV
vms = Workspace:()
vms
_, vm (vms:())
vm.Name ==
vm:()
torso = vm:()
torso torso.Transparency >=
head = vm:()
head head:()
screenPos, onScreen = cam:(head.Position)
onScreen screenPos.Z <=
dx = screenPos.X - mouse.X
dy = screenPos.Y - mouse.Y
d2 = dx*dx + dy*dy
d2 < bestDist2
bestDist2 = d2
best = head
best
SILENT_SRC =
silentLoaded =
()
silentLoaded
silentLoaded =
(()[], SILENT_SRC)
()
silentLoaded =
(()[], )
()
isHoldingM1 =
()
isHoldingM1
isHoldingM1 =
()
()
isHoldingM1
isHoldingM1 =
()
RunService.Heartbeat:((dt)
SA.Enabled
()
()
SA.AutoShoot
()
target = ()
target
()
camPos = Camera.CFrame.Position
targetPos = target.Position
ignore = {}
LocalPlayer.Character
_, v (LocalPlayer.Character:())
v:() ignore[#ignore+] = v
losParams = RaycastParams.()
losParams.FilterType = .RaycastFilterType.Exclude
losParams.FilterDescendantsInstances = ignore
losResult = Workspace:(camPos, targetPos - camPos, losParams)
shootable = losResult (camPos, targetPos, ignore)
shootable
()
()
)
FIRERATE_SRC =
FR = { enabled = , mult = }
(mult)
src = .(FIRERATE_SRC, , (mult))
(src)
ESPCfg = {
Enabled = ,
TeamCheck = ,
MaxDist = ,
ShowDead = ,
EnemyFill = .(, , ),
EnemyOutline = .(, , ),
TeamFill = .(, , ),
TeamOutline = .(, , ),
FillTransp = ,
OutlineTransp = ,
BoxEnabled = ,
BoxColor = .(, , ),
BoxThickness = ,
Names = ,
NameColor = .(, , ),
Distance = ,
DistColor = .(, , ),
HealthBar = ,
HPHigh = .(, , ),
HPMid = .(, , ),
HPLow = .(, , ),
TeamCheckFrames = ,
}
ESPTrack = {}
frameCounter =
(pct)
pct > ESPCfg.HPHigh
pct > ESPCfg.HPMid
ESPCfg.HPLow
(plr)
ESPCfg.TeamCheck
LocalPlayer.Team ~=
plr.Team ~=
LocalPlayer.Team == plr.Team
()
lines = {}
i = ,
l = .()
l.Visible =
l.Thickness = ESPCfg.BoxThickness
l.Color = ESPCfg.BoxColor
l.Transparency =
lines[i] = l
lines
(lines)
lines
_, l (lines) (() l:() )
(lines)
lines
_, l (lines) l.Visible =
(lines, vm)
lines vm
cam = Workspace.CurrentCamera
cam
ok, cf, size = (() vm:() )
ok cf size (lines)
half = size /
corners3D = {
.(-half.X, -half.Y, -half.Z),
.(-half.X, -half.Y, half.Z),
.(-half.X, half.Y, -half.Z),
.(-half.X, half.Y, half.Z),
.( half.X, -half.Y, -half.Z),
.( half.X, -half.Y, half.Z),
.( half.X, half.Y, -half.Z),
.( half.X, half.Y, half.Z),
}
minX, minY = .huge, .huge
maxX, maxY = -.huge, -.huge
anyVisible =
_, pt (corners3D)
s = cam:(cf:(pt))
s.Z >
anyVisible =
s.X < minX minX = s.X
s.Y < minY minY = s.Y
s.X > maxX maxX = s.X
s.Y > maxY maxY = s.Y
anyVisible (maxX - minX) < (maxY - minY) <
(lines)
tl = .(minX, minY)
tr = .(maxX, minY)
bl = .(minX, maxY)
br = .(maxX, maxY)
lines[].From = tl; lines[].To = tr; lines[].Visible =
lines[].From = bl; lines[].To = br; lines[].Visible =
lines[].From = tl; lines[].To = bl; lines[].Visible =
lines[].From = tr; lines[].To = br; lines[].Visible =
_, l (lines)
l.Color = ESPCfg.BoxColor
l.Thickness = ESPCfg.BoxThickness
(t)
t t.bb
(() t.bb:() )
t.bb =
(plr)
t = ESPTrack[plr]
t
(t)
char = plr.Character
root = char char:()
root
bb = .()
bb.Name = .. plr.UserId
bb.Size = .(, )
bb.StudsOffset = .(, , )
bb.AlwaysOnTop =
bb.ResetOnSpawn =
bb.LightInfluence =
bb.Adornee = root
bb.Enabled =
bb.Parent = CoreGui
(name, sz, yPos, font)
l = .()
l.Name = name
l.Size = .(,,,sz)
l.Position = .(, yPos)
l.BackgroundTransparency =
l.Font = font .Font.GothamBold
l.TextSize = sz
l.TextStrokeTransparency =
l.TextStrokeColor3 = .(,,)
l.Text =
l.Parent = bb
l
(, , )
(, , , .Font.Gotham)
hpBg = .()
hpBg.Name =
hpBg.Size = .(,,,)
hpBg.Position = .(, )
hpBg.BackgroundColor3 = .(,,)
hpBg.BorderSizePixel =
hpBg.Parent = bb
.(, hpBg).CornerRadius = .(,)
hpFg = .()
hpFg.Name =
hpFg.Size = .(,)
hpFg.BackgroundColor3 = ESPCfg.HPHigh
hpFg.BorderSizePixel =
hpFg.Parent = hpBg
.(, hpFg).CornerRadius = .(,)
t.bb = bb
(plr)
t = ESPTrack[plr]
t
t.vmConn (() t.vmConn:() )
t.bb (() t.bb:() )
t.hl (() t.hl:() )
(t.box)
ESPTrack[plr] =
(plr, vm)
(plr)
team = (plr)
hl = .()
hl.FillColor = team ESPCfg.TeamFill ESPCfg.EnemyFill
hl.OutlineColor = team ESPCfg.TeamOutline ESPCfg.EnemyOutline
hl.FillTransparency = ESPCfg.FillTransp
hl.OutlineTransparency = ESPCfg.OutlineTransp
hl.DepthMode = .HighlightDepthMode.AlwaysOnTop
hl.Enabled =
hl.Parent = vm
ESPTrack[plr] = {
hl = hl,
bb = ,
box = (),
vmConn = ,
}
(plr)
vmConn
vmConn = vm.AncestryChanged:(()
vm:(Workspace)
vmConn:()
t = ESPTrack[plr]
t t.vmConn == vmConn
(t)
(t.box)
t.hl =
)
ESPTrack[plr].vmConn = vmConn
(plr, char)
plr == LocalPlayer
.(()
torso = char:(, )
torso
(torso.Parent)
(plr, torso.Parent)
conn
conn = torso.AncestryChanged:(()
conn:()
vm = torso.Parent
(vm)
(plr, vm)
)
char.AncestryChanged:(()
char:() conn
conn:(); conn =
)
)
(plr)
plr == LocalPlayer
plr.Character (plr, plr.Character)
plr.CharacterAdded:((c)
.(, ()
ESPTrack[plr] (plr)
)
(plr, c)
)
plr.CharacterRemoving:(()
t = ESPTrack[plr]
t t.bb t.bb.Enabled =
(t t.box)
)
_, p (Players:()) (p)
Players.PlayerAdded:(hookESPPlayer)
Players.PlayerRemoving:(destroyESPEntry)
RunService.RenderStepped:(()
frameCounter +=
cam = Workspace.CurrentCamera
plr, t (ESPTrack)
hl = t.hl
bb = t.bb
box = t.box
plr.Parent
(plr)
hl hl.Parent
hl t.hl =
bb bb.Enabled =
(box)
char = plr.Character
hum = char char:()
root = char char:()
team =
frameCounter % ESPCfg.TeamCheckFrames ==
team = (plr)
team = hl.FillColor == ESPCfg.TeamFill
alive = hum hum.Health >
show = ESPCfg.Enabled
(ESPCfg.ShowDead alive)
( ESPCfg.TeamCheck team)
show root cam
d = (cam.CFrame.Position - root.Position).Magnitude
d > ESPCfg.MaxDist show =
show
hl.Enabled =
bb bb.Enabled =
(box)
hl.Enabled =
hl.FillColor = team ESPCfg.TeamFill ESPCfg.EnemyFill
hl.OutlineColor = team ESPCfg.TeamOutline ESPCfg.EnemyOutline
hl.FillTransparency = ESPCfg.FillTransp
hl.OutlineTransparency = ESPCfg.OutlineTransp
ESPCfg.BoxEnabled
(box, hl.Parent)
(box)
bb root
bb.Adornee ~= root bb.Adornee = root
bb.Enabled =
dist = (cam.CFrame.Position - root.Position).Magnitude
nameLbl = bb:()
distLbl = bb:()
hpBg = bb:()
nameLbl
nameLbl.Visible = ESPCfg.Names
nameLbl.Text = plr.DisplayName
nameLbl.TextColor3 = ESPCfg.NameColor
distLbl
distLbl.Visible = ESPCfg.Distance
distLbl.Text = .(, .(dist))
distLbl.TextColor3 = ESPCfg.DistColor
hpBg
hpBg.Visible = ESPCfg.HealthBar
ESPCfg.HealthBar hum
pct = .(hum.Health / .(hum.MaxHealth,), , )
fg = hpBg:()
fg
fg.Size = .(pct, )
fg.BackgroundColor3 = (pct)
)
ChamsCfg = {
Enabled = ,
Rainbow = ,
Metallic = ,
Pulse = ,
Color = .(, , ),
Transparency = ,
RainbowSpeed = ,
}
ChamsHL =
ChamsVM =
ChamsHue =
()
vms = Workspace:()
vms vms:()
()
ChamsHL (() ChamsHL:() )
ChamsHL = ; ChamsVM =
()
vm = ()
ChamsCfg.Enabled vm ()
ChamsHL ChamsVM == vm
()
hl = .()
hl.Name =
hl.Adornee = vm
hl.DepthMode = .HighlightDepthMode.AlwaysOnTop
hl.Parent = CoreGui
ChamsHL = hl; ChamsVM = vm
RunService.RenderStepped:((dt)
()
ChamsHL
ChamsCfg.Rainbow
ChamsHue = (ChamsHue + dt * ChamsCfg.RainbowSpeed * ) %
c = .(ChamsHue, , )
ChamsHL.FillColor = c
ChamsHL.OutlineColor = c
ChamsHL.FillColor = ChamsCfg.Color
ChamsHL.OutlineColor = ChamsCfg.Color
ChamsCfg.Metallic
ChamsHL.FillColor = ChamsHL.FillColor:(.(,,), )
ChamsHL.FillTransparency =
ChamsCfg.Pulse
.(.(.() * ))
ChamsCfg.Transparency
ChamsHL.OutlineTransparency =
)
TabSilent:()
TabSilent:({
Name = ,
CurrentValue = ,
Flag = ,
Callback = (v)
SA.Enabled = v
fovCircle.Visible = v
v ()
,
})
TabSilent:({
Name = ,
CurrentValue = ,
Flag = ,
Callback = (v)
SA.AutoShoot = v
v ()
,
})
TabSilent:({
Name = ,
CurrentValue = ,
Flag = ,
Callback = (v)
SA.WallbangOnly = v
,
})
TabSilent:({
Name = ,
CurrentValue = ,
Flag = ,
Callback = (v)
SA.TeamCheck = v
,
})
TabSilent:({
Name = ,
Range = {, },
Increment = ,
Suffix = ,
CurrentValue = ,
Flag = ,
Callback = (v)
SA.FOV = v
SA.Enabled ()
,
})
TabSilent:({
Name = ,
Options = {, },
CurrentOption = {},
Flag = ,
Callback = (opt)
SA.TargetPart = ((opt) == ) opt[] opt
SA.Enabled ()
,
})
TabSilent:()
TabFirerate:()
TabFirerate:({
Name = ,
CurrentValue = ,
Flag = ,
Callback = (v)
FR.enabled = v
(v FR.mult )
,
})
TabFirerate:({
Name = ,
Range = {, },
Increment = ,
Suffix = ,
CurrentValue = ,
Flag = ,
Callback = (v)
FR.mult = v
FR.enabled (v)
,
})
TabESP:()
TabESP:({
Name = ,
CurrentValue = ,
Flag = ,
Callback = (v) ESPCfg.Enabled = v ,
})
TabESP:({
Name = ,
CurrentValue = ,
Flag = ,
Callback = (v) ESPCfg.TeamCheck = v ,
})
TabESP:({
Name = ,
CurrentValue = ,
Flag = ,
Callback = (v) ESPCfg.ShowDead = v ,
})
TabESP:()
TabESP:({
Name = ,
CurrentValue = ,
Flag = ,
Callback = (v) ESPCfg.BoxEnabled = v ,
})
TabESP:({
Name = ,
Color = .(, , ),
Flag = ,
Callback = (c) ESPCfg.BoxColor = c ,
})
TabESP:()
TabESP:({
Name = ,
CurrentValue = ,
Flag = ,
Callback = (v) ESPCfg.Names = v ,
})
TabESP:({
Name = ,
CurrentValue = ,
Flag = ,
Callback = (v) ESPCfg.Distance = v ,
})
TabESP:({
Name = ,
CurrentValue = ,
Flag = ,
Callback = (v) ESPCfg.HealthBar = v ,
})
TabESP:({
Name = ,
Range = {, },
Increment = ,
Suffix = ,
CurrentValue = ,
Flag = ,
Callback = (v) ESPCfg.MaxDist = v ,
})
TabChamsUI = TabChams
TabChamsUI:()
TabChamsUI:({
Name = ,
CurrentValue = ,
Flag = ,
Callback = (v)
ChamsCfg.Enabled = v
v () ()
,
})
TabChamsUI:({
Name = ,
Color = .(, , ),
Flag = ,
Callback = (c) ChamsCfg.Color = c ,
})
TabChamsUI:({
Name = ,
Range = {, },
Increment = ,
Suffix = ,
CurrentValue = ,
Flag = ,
Callback = (v) ChamsCfg.Transparency = v / ,
})
TabChamsUI:()
TabChamsUI:({
Name = ,
CurrentValue = ,
Flag = ,
Callback = (v) ChamsCfg.Rainbow = v ,
})
TabChamsUI:({
Name = ,
CurrentValue = ,
Flag = ,
Callback = (v) ChamsCfg.Metallic = v ,
})
TabChamsUI:({
Name = ,
CurrentValue = ,
Flag = ,
Callback = (v) ChamsCfg.Pulse = v ,
})
TabChamsUI:({
Name = ,
Range = {, },
Increment = ,
Suffix = ,
CurrentValue = ,
Flag = ,
Callback = (v) ChamsCfg.RainbowSpeed = v ,
})
Rayfield:()
().Op1Config = { SA = SA, FR = FR, ESP = ESPCfg, Chams = ChamsCfg }
COPY_LINK =
()
(()
StarterGui:(, {
Title = ,
Text = ,
Duration = ,
})
)
()
(()
StarterGui:(, {
Title = ,
Text = ,
Duration = ,
Button1 = ,
Button2 = ,
Callback = (btn)
isYes = (btn == ) (btn == ) (btn == )
isNo = (btn == ) (btn == ) (btn == )
isYes
setclipboard
(setclipboard, COPY_LINK)
toclipboard
(toclipboard, COPY_LINK)
()
()
isNo
,
})
)
()Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: sirius.menu.
Silent Aim | Auto Shoot doesnt work so and fix it | RapidFire | ESP | Chams open src make a skid hub with ts
Stay safe
Never paste your .ROBLOSECURITY cookie anywhere, and use an alt account with scripts.