Run it
Copy the script and paste it into your executor.
RunService = :()
Players = :()
Workspace = :()
CollectionService = :()
CoreGui = :()
ReplicatedStorage = :()
ProximityPromptService = :()
TweenService = :()
LocalPlayer = Players.LocalPlayer
Camera = Workspace.CurrentCamera
.TraversalHubCleanup
(.TraversalHubCleanup)
cleanupFns = {}
(fn)
.(cleanupFns, fn)
isRunning =
()
isRunning =
_, fn (cleanupFns)
(fn)
cleanupFns = {}
.TraversalHubCleanup =
.TraversalHubCleanup = fullCleanup
(STATE) == STATE.onCleanup
STATE.(fullCleanup)
BridgeNet
(()
modules = ReplicatedStorage:()
modules modules:()
BridgeNet = (modules.BridgeNet)
)
healingBridge = BridgeNet BridgeNet.()
valueBridge = BridgeNet BridgeNet.()
destroyBridge = BridgeNet BridgeNet.()
unlockDoorBridge = BridgeNet BridgeNet.()
soundBridge = BridgeNet BridgeNet.()
doorBridge = BridgeNet BridgeNet.()
Config = {
GodMode = ,
InfStamina = ,
AutoParry = {
Enabled = ,
Distance = ,
SmartDelay = ,
CustomDelay = ,
AutoFace = ,
Cooldown = ,
},
Doors = {
BypassCrowbar = ,
InstantUnlock = ,
AutoUnlockProximity = ,
ProximityDistance = ,
},
ESP = {
Enabled = ,
Boxes = ,
Names = ,
Distances = ,
Health = ,
Tracers = ,
Chams = ,
EnemiesOnly = ,
IncludeCorpses = ,
Doors = ,
MaxDistance = ,
BoxColor = .(, , ),
TextColor = .(, , ),
TracerColor = .(, , ),
ChamsColor = .(, , ),
ChamsOutlineColor = .(, , ),
}
}
WindUI
success, res = (()
(:())()
)
success res
(, res)
WindUI = res
Window = WindUI:({
Title = ,
Icon = ,
Author = ,
Folder = ,
Size = .(, ),
Transparent = ,
Theme = ,
Resizable = ,
SideBarWidth = ,
HideSearchBar = ,
ScrollBarEnabled = ,
Acrylic = ,
ToggleKey = .KeyCode.RightShift,
})
(()
(()
Window Window.Destroy
Window:()
)
)
(model)
model
model:()
model:()
model:()
model:()
model:()
model.PrimaryPart
model:()
()
pgui = LocalPlayer:()
prompts = pgui pgui:()
prompts
prompts:() prompts.Two:()
prompts.Two.TextLabel.Text =
prompts:() prompts.Frame:()
prompts.Frame.TextLabel.Text =
()
Config.GodMode
char = LocalPlayer.Character
char
hum = char:()
hum
hum.Health < hum.MaxHealth hum.Health <
healingBridge
(()
healingBridge:(hum, )
)
hum.Health = .(hum.MaxHealth, )
pgui = LocalPlayer:()
hud = pgui pgui:()
bar = hud hud:() hud.Frame:() hud.Frame.HealthBar:()
bar
bar.Size = .(, )
healthConn
(char)
healthConn healthConn:()
char
hum = char:(, )
hum
healthConn = hum.HealthChanged:((hp)
Config.GodMode hp < hum.MaxHealth
()
)
(LocalPlayer.Character)
charAddedConn = LocalPlayer.CharacterAdded:((char)
.()
(char)
)
(()
healthConn healthConn:()
charAddedConn:()
)
lastHealthCheck =
godModeHeartbeat = RunService.Heartbeat:(()
now = ()
now - lastHealthCheck >
lastHealthCheck = now
()
)
(()
godModeHeartbeat:()
)
()
Config.InfStamina
char = LocalPlayer.Character
char
clientCode = char:()
clientCode
successEnv, senv = (, clientCode)
successEnv senv senv.primaryAttack
(()
(senv.primaryAttack, , )
)
pgui = LocalPlayer:()
hud = pgui pgui:()
bar = hud hud:() hud.Frame:() hud.Frame.StaminaBar:()
bar bar.Size.X.Scale <
bar.Size = .(, )
lastStaminaCheck =
staminaHeartbeat = RunService.Heartbeat:(()
now = ()
now - lastStaminaCheck >
lastStaminaCheck = now
()
)
(()
staminaHeartbeat:()
)
trackedNPCs = {}
enemyConnections = {}
(model)
enemyConnections[model]
_, conn (enemyConnections[model])
(() conn:() )
enemyConnections[model] =
(model)
_, child (model:())
child:()
name = child.Name
name == name == name == name == name == name == name ==
name
(model)
Config.AutoParry.SmartDelay
Config.AutoParry.CustomDelay
weapon = (model)
weapon ==
weapon ==
weapon ==
weapon ==
weapon ==
weapon ==
weapon ==
(model)
model model:()
model == LocalPlayer.Character Players:(model)
hum = model:()
isEnemyTagged = CollectionService:(model, ) model.Name == (model.Parent model.Parent.Name == )
hum isEnemyTagged
root = (model)
root
trackedNPCs[model]
trackedNPCs[model] = {
Model = model,
Humanoid = hum,
Root = root,
IsEnemy = isEnemyTagged,
Weapon = (model),
}
conns = {}
attrConn = model:():(()
Config.AutoParry.Enabled model:() ==
.(model)
)
.(conns, attrConn)
ancConn = model.AncestryChanged:((_, parent)
parent
(model)
trackedNPCs[model] =
)
.(conns, ancConn)
hum
diedConn = hum.Died:(()
Config.ESP.IncludeCorpses
(model)
trackedNPCs[model] =
)
.(conns, diedConn)
enemyConnections[model] = conns
entry = trackedNPCs[model]
entry.Root entry.Root.Parent
entry.Root = root
entry.Humanoid
entry.Humanoid = hum
entry.Weapon = (model)
()
_, desc (Workspace:())
desc:()
(desc)
()
descAddedConn = Workspace.DescendantAdded:((desc)
desc:()
.(()
.()
(desc)
)
desc:() desc.Parent desc.Parent:()
.(()
.()
(desc.Parent)
)
)
(() descAddedConn:() )
taggedAddedConn = CollectionService:():((inst)
inst:(Workspace) inst:()
(inst)
)
(() taggedAddedConn:() )
.(()
isRunning
.()
()
model, data (trackedNPCs)
model.Parent (data.Humanoid data.Humanoid.Health <= Config.ESP.IncludeCorpses)
(model)
trackedNPCs[model] =
)
(()
model, _ (enemyConnections)
(model)
trackedNPCs = {}
)
lastParryTime =
pendingParries = {}
(attackerModel)
char = LocalPlayer.Character
char
hrp = char:()
clientCode = char:()
hrp clientCode
senv = (clientCode)
senv senv.handleAction
Config.AutoParry.AutoFace attackerModel
targetRoot = (attackerModel)
targetRoot
(()
targetPos = targetRoot.Position
hrp.CFrame = .(hrp.Position, .(targetPos.X, hrp.Position.Y, targetPos.Z))
)
(()
(senv.handleAction, , attackerModel)
)
(()
senv.(, .UserInputState.Begin)
)
.TraversalHubScheduleParry = (attackerModel)
isRunning Config.AutoParry.Enabled
pendingParries[attackerModel]
char = LocalPlayer.Character
char
myHRP = char:()
myHum = char:()
myHRP myHum myHum.Health <=
root = (attackerModel)
root
dist = (myHRP.Position - root.Position).Magnitude
dist > Config.AutoParry.Distance
pendingParries[attackerModel] =
delayTime = (attackerModel)
.(delayTime, ()
pendingParries[attackerModel] =
isRunning Config.AutoParry.Enabled
curChar = LocalPlayer.Character
curHRP = curChar curChar:()
curHum = curChar curChar:()
curHRP curHum curHum.Health <=
attackerModel.Parent root.Parent
currentDist = (curHRP.Position - root.Position).Magnitude
currentDist <= Config.AutoParry.Distance +
now = ()
now - lastParryTime >= Config.AutoParry.Cooldown
lastParryTime = now
(attackerModel)
)
lastAnimCheck =
autoParryHeartbeat = RunService.Heartbeat:(()
isRunning Config.AutoParry.Enabled
now = ()
now - lastAnimCheck <
lastAnimCheck = now
char = LocalPlayer.Character
char
myHRP = char:()
myHum = char:()
myHRP myHum myHum.Health <=
myPos = myHRP.Position
maxDist = Config.AutoParry.Distance
model, data (trackedNPCs)
pendingParries[model]
root = data.Root
hum = data.Humanoid
root root.Parent model.Parent
isAlive = hum hum.Health >
isAlive
dist = (myPos - root.Position).Magnitude
dist <= maxDist
model:() == CollectionService:(model, )
.(model)
hum
animator = hum:()
animator
tracks = animator:()
_, track (tracks)
name = .(track.Name)
.(name, ) .(name, ) .(name, ) .(name, ) .(name, ) .(name, )
.(model)
)
(() autoParryHeartbeat:() )
activeDoorUnlocks = {}
(prompt, instant)
prompt prompt.Parent
waypoint = prompt.Parent
waypoint.Name ~=
chainModel = waypoint.Parent
chainModel chainModel:()
doorModel = chainModel.Parent
doorModel doorModel == Workspace
activeDoorUnlocks[doorModel] chainModel:() ==
activeDoorUnlocks[doorModel] =
()
char = LocalPlayer.Character
hum = char char:()
hrp = char char:()
animator = hum hum:()
isChain = CollectionService:(prompt, )
()
(()
soundBridge hrp
soundObj = ReplicatedStorage.Sounds.Player:()
soundObj
soundBridge:(, , soundObj, hrp)
)
_, weld (waypoint:())
weld:() weld:() weld:()
(()
destroyBridge
destroyBridge:(weld)
weld:()
)
(()
unlockDoorBridge
unlockDoorBridge:(doorModel)
)
(()
prompt.Enabled =
chainModel.Parent = Workspace
.(, ()
chainModel chainModel.Parent == Workspace
chainModel:()
)
)
()
activeDoorUnlocks[doorModel] =
WindUI:({
Title = ,
Content = .(, isChain , doorModel.Name),
Duration = ,
Icon = ,
})
instant Config.Doors.InstantUnlock animator hrp
(()
valueBridge
valueBridge:(chainModel, , )
)
()
(()
valueBridge
valueBridge:(chainModel, , )
)
animName = isChain
animObj = ReplicatedStorage:()
ReplicatedStorage.Animations:()
ReplicatedStorage.Animations.DoorAnimations:(animName)
animTrack
animObj animator
(()
animTrack = animator:(animObj)
animTrack:()
)
.(()
.()
(()
soundBridge hrp
soundObj = isChain ReplicatedStorage.Sounds.Player:()
ReplicatedStorage.Sounds.Player:()
soundObj
soundBridge:(, , soundObj, hrp)
)
)
animTrack
completed =
markerConn
markerConn = animTrack:():(()
completed
completed =
markerConn:()
()
)
.(, ()
completed
completed =
(() markerConn:() )
()
)
()
promptHookConn = ProximityPromptService.PromptTriggered:((prompt)
Config.Doors.BypassCrowbar
isChained = CollectionService:(prompt, )
isLocked = CollectionService:(prompt, )
isDoorModel = prompt.Parent prompt.Parent.Name == prompt.Parent.Parent prompt.Parent.Parent.Name ==
isChained isLocked isDoorModel
(prompt, Config.Doors.InstantUnlock)
)
(() promptHookConn:() )
promptShownConn = ProximityPromptService.PromptShown:((prompt)
Config.Doors.BypassCrowbar
()
)
(() promptShownConn:() )
lastProximityCheck =
proximityHeartbeat = RunService.Heartbeat:(()
isRunning Config.Doors.AutoUnlockProximity
now = ()
now - lastProximityCheck <
lastProximityCheck = now
char = LocalPlayer.Character
hrp = char char:()
hrp
maxDist = Config.Doors.ProximityDistance
myPos = hrp.Position
_, prompt (CollectionService:())
prompt:(Workspace) prompt.Parent prompt.Parent.Name ==
dist = (myPos - prompt.Parent.Position).Magnitude
dist <= maxDist
(prompt, )
_, prompt (CollectionService:())
prompt:(Workspace) prompt.Parent prompt.Parent.Name ==
dist = (myPos - prompt.Parent.Position).Magnitude
dist <= maxDist
(prompt, )
)
(() proximityHeartbeat:() )
()
unlockedCount =
_, prompt (CollectionService:())
prompt:(Workspace) prompt.Parent prompt.Parent.Name ==
(prompt, )
unlockedCount = unlockedCount +
_, prompt (CollectionService:())
prompt:(Workspace) prompt.Parent prompt.Parent.Name ==
(prompt, )
unlockedCount = unlockedCount +
WindUI:({
Title = ,
Content = .(, unlockedCount),
Duration = ,
Icon = ,
})
espEntries = {}
(npcModel)
entry = {
Model = npcModel,
Box = .(),
BoxOutline = .(),
NameText = .(),
DistText = .(),
HealthText = .(),
HealthBar = .(),
HealthBarOutline = .(),
Tracer = .(),
Highlight = ,
}
entry.Box.Thickness =
entry.Box.Filled =
entry.Box.Transparency =
entry.Box.Visible =
entry.Box.ZIndex =
entry.BoxOutline.Thickness =
entry.BoxOutline.Filled =
entry.BoxOutline.Transparency =
entry.BoxOutline.Color = .(, , )
entry.BoxOutline.Visible =
entry.BoxOutline.ZIndex =
entry.NameText.Size =
entry.NameText.Center =
entry.NameText.Outline =
entry.NameText.OutlineColor = .(, , )
entry.NameText.Visible =
entry.NameText.ZIndex =
entry.DistText.Size =
entry.DistText.Center =
entry.DistText.Outline =
entry.DistText.OutlineColor = .(, , )
entry.DistText.Visible =
entry.DistText.ZIndex =
entry.HealthText.Size =
entry.HealthText.Center =
entry.HealthText.Outline =
entry.HealthText.OutlineColor = .(, , )
entry.HealthText.Visible =
entry.HealthText.ZIndex =
entry.HealthBar.Filled =
entry.HealthBar.Visible =
entry.HealthBar.ZIndex =
entry.HealthBarOutline.Filled =
entry.HealthBarOutline.Color = .(, , )
entry.HealthBarOutline.Transparency =
entry.HealthBarOutline.Visible =
entry.HealthBarOutline.ZIndex =
entry.Tracer.Thickness =
entry.Tracer.Transparency =
entry.Tracer.Visible =
entry.Tracer.ZIndex =
hl = .()
hl.Name =
hl.FillColor = Config.ESP.ChamsColor
hl.OutlineColor = Config.ESP.ChamsOutlineColor
hl.FillTransparency =
hl.OutlineTransparency =
hl.Adornee = npcModel
hl.Enabled =
(()
hl.Parent = CoreGui
)
hl.Parent
hl.Parent = npcModel
entry.Highlight = hl
entry
(entry)
entry
(() entry.Box:() )
(() entry.BoxOutline:() )
(() entry.NameText:() )
(() entry.DistText:() )
(() entry.HealthText:() )
(() entry.HealthBar:() )
(() entry.HealthBarOutline:() )
(() entry.Tracer:() )
entry.Highlight
(() entry.Highlight:() )
(()
_, entry (espEntries)
(entry)
espEntries = {}
)
espRenderLoop = RunService.RenderStepped:(()
isRunning
cam = Workspace.CurrentCamera
cam
viewportSize = cam.ViewportSize
myRoot = LocalPlayer.Character (LocalPlayer.Character)
myPos = myRoot myRoot.Position cam.CFrame.Position
model, data (trackedNPCs)
espEntries[model] model.Parent
espEntries[model] = (model)
model, entry (espEntries)
data = trackedNPCs[model]
data model.Parent Config.ESP.Enabled (Config.ESP.EnemiesOnly data.IsEnemy)
entry.Box.Visible =
entry.BoxOutline.Visible =
entry.NameText.Visible =
entry.DistText.Visible =
entry.HealthText.Visible =
entry.HealthBar.Visible =
entry.HealthBarOutline.Visible =
entry.Tracer.Visible =
entry.Highlight entry.Highlight.Enabled =
data model.Parent
(entry)
espEntries[model] =
hum = data.Humanoid
root = data.Root (model)
root root.Parent
entry.Box.Visible =
entry.BoxOutline.Visible =
entry.NameText.Visible =
entry.DistText.Visible =
entry.HealthText.Visible =
entry.HealthBar.Visible =
entry.HealthBarOutline.Visible =
entry.Tracer.Visible =
entry.Highlight entry.Highlight.Enabled =
isDead = hum hum.Health <=
isDead Config.ESP.IncludeCorpses
entry.Box.Visible =
entry.BoxOutline.Visible =
entry.NameText.Visible =
entry.DistText.Visible =
entry.HealthText.Visible =
entry.HealthBar.Visible =
entry.HealthBarOutline.Visible =
entry.Tracer.Visible =
entry.Highlight entry.Highlight.Enabled =
rootPos = root.Position
distance = (myPos - rootPos).Magnitude
distance > Config.ESP.MaxDistance
entry.Box.Visible =
entry.BoxOutline.Visible =
entry.NameText.Visible =
entry.DistText.Visible =
entry.HealthText.Visible =
entry.HealthBar.Visible =
entry.HealthBarOutline.Visible =
entry.Tracer.Visible =
entry.Highlight entry.Highlight.Enabled =
rootScreen, onScreen = cam:(rootPos)
entry.Highlight
entry.Highlight.Enabled = Config.ESP.Chams
entry.Highlight.FillColor = Config.ESP.ChamsColor
entry.Highlight.OutlineColor = Config.ESP.ChamsOutlineColor
onScreen
entry.Box.Visible =
entry.BoxOutline.Visible =
entry.NameText.Visible =
entry.DistText.Visible =
entry.HealthText.Visible =
entry.HealthBar.Visible =
entry.HealthBarOutline.Visible =
entry.Tracer.Visible =
topPos = rootPos + .(, , )
botPos = rootPos - .(, , )
topScreen = cam:(topPos)
botScreen = cam:(botPos)
boxHeight = .(botScreen.Y - topScreen.Y)
boxWidth = boxHeight *
boxTopLeft = .(rootScreen.X - boxWidth / , topScreen.Y)
Config.ESP.Boxes
entry.Box.Size = .(boxWidth, boxHeight)
entry.Box.Position = boxTopLeft
entry.Box.Color = Config.ESP.BoxColor
entry.Box.Visible =
entry.BoxOutline.Size = .(boxWidth, boxHeight)
entry.BoxOutline.Position = boxTopLeft
entry.BoxOutline.Visible =
entry.Box.Visible =
entry.BoxOutline.Visible =
Config.ESP.Names
weaponTag = (data.Weapon data.Weapon ~= ) ( .. data.Weapon .. )
entry.NameText.Text = model.Name .. weaponTag
entry.NameText.Position = .(rootScreen.X, boxTopLeft.Y - )
entry.NameText.Color = Config.ESP.TextColor
entry.NameText.Visible =
entry.NameText.Visible =
Config.ESP.Distances
entry.DistText.Text = .(, .(distance))
entry.DistText.Position = .(rootScreen.X, boxTopLeft.Y + boxHeight + )
entry.DistText.Color = .(, , )
entry.DistText.Visible =
entry.DistText.Visible =
Config.ESP.Health hum
healthPercent = .(hum.Health / .(hum.MaxHealth, ), , )
barWidth =
barHeight = boxHeight * healthPercent
barPos = .(boxTopLeft.X - barWidth - , boxTopLeft.Y + (boxHeight - barHeight))
entry.HealthBarOutline.Size = .(barWidth + , boxHeight + )
entry.HealthBarOutline.Position = .(boxTopLeft.X - barWidth - , boxTopLeft.Y - )
entry.HealthBarOutline.Visible =
healthColor = .(
.( * ( - healthPercent)),
.( * healthPercent),
)
entry.HealthBar.Size = .(barWidth, barHeight)
entry.HealthBar.Position = barPos
entry.HealthBar.Color = healthColor
entry.HealthBar.Visible =
entry.HealthText.Text = .(, .(hum.Health))
entry.HealthText.Position = .(boxTopLeft.X - barWidth - - entry.HealthText.TextBounds.X, boxTopLeft.Y + boxHeight/ - )
entry.HealthText.Color = healthColor
entry.HealthText.Visible =
entry.HealthBar.Visible =
entry.HealthBarOutline.Visible =
entry.HealthText.Visible =
Config.ESP.Tracers
entry.Tracer.From = .(viewportSize.X / , viewportSize.Y)
entry.Tracer.To = .(rootScreen.X, botScreen.Y)
entry.Tracer.Color = Config.ESP.TracerColor
entry.Tracer.Visible =
entry.Tracer.Visible =
)
(() espRenderLoop:() )
CombatTab = Window:({
Title = ,
Icon = ,
})
CombatTab:({
Title = ,
Icon = ,
})
CombatTab:({
Title = ,
Desc = ,
Icon = ,
Value = Config.GodMode,
Callback = (state)
Config.GodMode = state
state
()
WindUI:({
Title = ,
Content = ,
Duration = ,
Icon = ,
})
WindUI:({
Title = ,
Content = ,
Duration = ,
Icon = ,
})
})
CombatTab:({
Title = ,
Desc = ,
Icon = ,
Value = Config.InfStamina,
Callback = (state)
Config.InfStamina = state
state
()
})
CombatTab:({
Title = ,
Desc = ,
Icon = ,
Callback = ()
()
()
WindUI:({
Title = ,
Content = ,
Duration = ,
Icon = ,
})
})
CombatTab:({
Title = ,
Icon = ,
})
CombatTab:({
Title = ,
Desc = ,
Icon = ,
Value = Config.AutoParry.Enabled,
Callback = (state)
Config.AutoParry.Enabled = state
})
CombatTab:({
Title = ,
Desc = ,
Icon = ,
Value = Config.AutoParry.SmartDelay,
Callback = (state)
Config.AutoParry.SmartDelay = state
})
CombatTab:({
Title = ,
Desc = ,
Value = {
Min = ,
Max = ,
Default = .(Config.AutoParry.CustomDelay * ),
},
Callback = (val)
Config.AutoParry.CustomDelay = val /
})
CombatTab:({
Title = ,
Value = {
Min = ,
Max = ,
Default = Config.AutoParry.Distance,
},
Callback = (val)
Config.AutoParry.Distance = val
})
CombatTab:({
Title = ,
Desc = ,
Icon = ,
Value = Config.AutoParry.AutoFace,
Callback = (state)
Config.AutoParry.AutoFace = state
})
WorldTab = Window:({
Title = ,
Icon = ,
})
WorldTab:({
Title = ,
Icon = ,
})
WorldTab:({
Title = ,
Desc = ,
Icon = ,
Value = Config.Doors.BypassCrowbar,
Callback = (state)
Config.Doors.BypassCrowbar = state
state
WindUI:({
Title = ,
Content = ,
Duration = ,
Icon = ,
})
})
WorldTab:({
Title = ,
Desc = ,
Icon = ,
Value = Config.Doors.InstantUnlock,
Callback = (state)
Config.Doors.InstantUnlock = state
})
WorldTab:({
Title = ,
Desc = ,
Icon = ,
Value = Config.Doors.AutoUnlockProximity,
Callback = (state)
Config.Doors.AutoUnlockProximity = state
})
WorldTab:({
Title = ,
Value = {
Min = ,
Max = ,
Default = Config.Doors.ProximityDistance,
},
Callback = (val)
Config.Doors.ProximityDistance = val
})
WorldTab:({
Title = ,
Icon = ,
})
WorldTab:({
Title = ,
Desc = ,
Icon = ,
Callback = ()
()
})
WorldTab:({
Title = ,
Desc = ,
Icon = ,
Callback = ()
char = LocalPlayer.Character
hrp = char char:()
hrp
closestPrompt =
closestDist = .huge
_, prompt (CollectionService:())
prompt:(Workspace) prompt.Parent prompt.Parent.Name ==
dist = (hrp.Position - prompt.Parent.Position).Magnitude
dist < closestDist
closestDist = dist
closestPrompt = prompt
_, prompt (CollectionService:())
prompt:(Workspace) prompt.Parent prompt.Parent.Name ==
dist = (hrp.Position - prompt.Parent.Position).Magnitude
dist < closestDist
closestDist = dist
closestPrompt = prompt
closestPrompt
(closestPrompt, )
WindUI:({
Title = ,
Content = ,
Duration = ,
Icon = ,
})
})
VisualsTab = Window:({
Title = ,
Icon = ,
})
VisualsTab:({
Title = ,
Icon = ,
})
VisualsTab:({
Title = ,
Desc = ,
Icon = ,
Value = Config.ESP.Enabled,
Callback = (state)
Config.ESP.Enabled = state
})
VisualsTab:({
Title = ,
Desc = ,
Icon = ,
Value = Config.ESP.EnemiesOnly,
Callback = (state)
Config.ESP.EnemiesOnly = state
})
VisualsTab:({
Title = ,
Desc = ,
Icon = ,
Value = Config.ESP.IncludeCorpses,
Callback = (state)
Config.ESP.IncludeCorpses = state
})
VisualsTab:({
Title = ,
Value = {
Min = ,
Max = ,
Default = Config.ESP.MaxDistance,
},
Callback = (val)
Config.ESP.MaxDistance = val
})
VisualsTab:({
Title = ,
Icon = ,
})
VisualsTab:({
Title = ,
Desc = ,
Icon = ,
Value = Config.ESP.Boxes,
Callback = (state)
Config.ESP.Boxes = state
})
VisualsTab:({
Title = ,
Desc = ,
Icon = ,
Value = Config.ESP.Chams,
Callback = (state)
Config.ESP.Chams = state
})
VisualsTab:({
Title = ,
Desc = ,
Icon = ,
Value = Config.ESP.Names,
Callback = (state)
Config.ESP.Names = state
})
VisualsTab:({
Title = ,
Desc = ,
Icon = ,
Value = Config.ESP.Distances,
Callback = (state)
Config.ESP.Distances = state
})
VisualsTab:({
Title = ,
Desc = ,
Icon = ,
Value = Config.ESP.Health,
Callback = (state)
Config.ESP.Health = state
})
VisualsTab:({
Title = ,
Desc = ,
Icon = ,
Value = Config.ESP.Tracers,
Callback = (state)
Config.ESP.Tracers = state
})
SettingsTab = Window:({
Title = ,
Icon = ,
})
SettingsTab:({
Title = ,
Icon = ,
})
SettingsTab:({
Title = ,
Desc = ,
Icon = ,
Callback = ()
()
count =
_ (trackedNPCs) count = count +
WindUI:({
Title = ,
Content = .(, count),
Duration = ,
Icon = ,
})
})
SettingsTab:({
Title = ,
Desc = ,
Icon = ,
Callback = ()
()
WindUI:({
Title = ,
Content = ,
Duration = ,
Icon = ,
})
})
WindUI:({
Title = ,
Content = ,
Duration = ,
Icon = ,
})
()
Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: github.com.
Features Include: - God mode - Inf Stamina - Auto parry - ESP - Not require crowbar or knife to unlock any chain or doors.

[👻EVENT] Dead Rails