Run it
Copy the script and paste it into your executor.
Players = :()
ReplicatedStorage = :()
LocalPlayer = Players.LocalPlayer
Env = ( ())
Env.BallisticSilentAimState Env.BallisticSilentAimState.Cleanup
Env.BallisticSilentAimState.()
State = {
Active = ,
OriginalAimDirection = :: (() -> )?,
OriginalAssistDirection = :: ((, , boolean?) -> )?,
OriginalAimPoint = :: ((number?) -> (, RaycastResult?))?,
}
(): ?
playerScripts = LocalPlayer:()
playerScripts
combatFolder = playerScripts:()
combatFolder
combatFolder
LocalPlayer:()
CombatFolder = ()
SharedFolder = ReplicatedStorage:(, )
UtilModule = CombatFolder CombatFolder:()
(CombatFolder.Util)
CombatShared = SharedFolder SharedFolder:()
(SharedFolder.Combat)
ControllerStateTable: { [any]: any }? =
filtergc
matches = (, { Keys = { , , } }, )
(matches) == #matches >
ControllerStateTable = matches[]
getgc
_, v ()
(v) ~=
(v, ) ~= (v, ) ~= (v, ) ~=
ControllerStateTable = v
(): (number, number)
speed =
gravity =
ControllerStateTable
handler = (ControllerStateTable, )
(handler) ==
tuning = (handler, )
(tuning) ==
g = (tuning, )
(g) ==
gravity = g
charge =
chargeFn = (handler, ) ((handler) ((handler), ))
(chargeFn) ==
ok, c = (chargeFn, handler)
ok (c) == c >
charge = c
CombatShared ((CombatShared, )) ==
ok, _, drawnSpeed = ((CombatShared, ), tuning, charge)
ok (drawnSpeed) == drawnSpeed >
speed = drawnSpeed
((tuning, )) ==
speed = (tuning, )
speed, gravity
(origin: ): (BasePart?, Model?)
UtilModule
,
targetsFn = (UtilModule, )
canPredictFn = (UtilModule, )
worldParamsFn = (UtilModule, )
(targetsFn) ~=
,
targets = ()
rayParams = (worldParamsFn) == (targets)
camera = .CurrentCamera
camLook = camera camera.CFrame.LookVector .(, , -)
bestPart: BasePart? =
bestModel: Model? =
bestScore = .huge
_, model targets
(model) ~= model:()
(canPredictFn) == (model)
hum = model:()
hum hum.Health <=
head = model:()
root = model:()
targetPart: BasePart? = head head:()
head
root root:() root
targetPart
delta = targetPart.Position - origin
dist = delta.Magnitude
dist < dist >
rayParams
hit = :(origin, delta, rayParams)
hit hit.Instance:(model)
dot = delta.Unit:(camLook)
score = ( - dot) * + dist *
score < bestScore
bestScore = score
bestPart = targetPart
bestModel = model
bestPart, bestModel
(origin: , targetPart: BasePart):
speed, gravity = ()
targetPos = targetPart.Position
velocity = targetPart.AssemblyLinearVelocity
dist = (targetPos - origin).Magnitude
flightTime = speed > dist / speed
predictedPos = targetPos + .(velocity.X, velocity.Y * , velocity.Z) * flightTime
flightTime = speed > (predictedPos - origin).Magnitude / speed
dropCompensation = * gravity * (flightTime * flightTime)
predictedPos + .(, dropCompensation, )
UtilModule .(UtilModule)
State.OriginalAimDirection = (UtilModule, )
State.OriginalAssistDirection = (UtilModule, )
State.OriginalAimPoint = (UtilModule, )
(UtilModule, , (origin: ):
State.Active (origin) ==
targetPart = (origin)
targetPart
aimPos = (origin, targetPart)
delta = aimPos - origin
delta.Magnitude >
delta.Unit
State.OriginalAimDirection
State.(origin)
.(, , -)
)
(UtilModule, , (origin: , dir: , isArc: boolean?):
State.Active (origin) ==
targetPart = (origin)
targetPart
aimPos = (origin, targetPart)
delta = aimPos - origin
delta.Magnitude >
delta.Unit
State.OriginalAssistDirection
State.(origin, dir, isArc)
dir
)
(UtilModule, , (range: number?): (, RaycastResult?)
State.Active
char = LocalPlayer.Character
head = char char:()
origin = head head:()
head.Position
.CurrentCamera .CurrentCamera.CFrame.Position
.zero
targetPart = (origin)
targetPart
(origin, targetPart),
State.OriginalAimPoint
State.(range)
.zero,
)
State.Cleanup = ()
State.Active =
UtilModule .(UtilModule)
State.OriginalAimDirection
(UtilModule, , State.OriginalAimDirection)
State.OriginalAssistDirection
(UtilModule, , State.OriginalAssistDirection)
State.OriginalAimPoint
(UtilModule, , State.OriginalAimPoint)
Env.BallisticSilentAimState = StateJust execute and use Bow

Tribes 3v3 [RANKED!]