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Copy the script and paste it into your executor.
Rayfield = (:())()
Players = :()
RunService = :()
UserInputService = :()
Stats = :()
ReplicatedStorage = :()
LocalPlayer = Players.LocalPlayer
PlayerGui = LocalPlayer:()
StarterGui = :()
aimTargets = {, , , , }
trackedAnimations = {
[] = ,
[] = ,
[] = ,
[] = ,
[] =
}
active =
predictionMode =
spinDuration =
aimMode =
messageWhenAim =
useCustomAnim =
customAnimId =
autoCoinflip =
coinflipTargetCharge =
movementThreshold =
aimDuration =
Humanoid, HRP = ,
lastTriggerTime =
aiming =
shooting =
messageSentThisAim =
originalWS, originalJP, originalAutoRotate = , ,
prevFlintVisibleAim =
prevFlintVisibleShoot =
lastCoinflipTime =
coinflipCooldown =
RemoteEvent = ReplicatedStorage:():():()
(char)
Humanoid = char:()
HRP = char:()
LocalPlayer.Character (LocalPlayer.Character)
LocalPlayer.CharacterAdded:(setupCharacter)
()
ok, pingStat = (()
Stats.Network.ServerStatsItem[]
)
ok pingStat
pingStat:() /
()
killersFolder = :() .Players:()
killersFolder
_, name (aimTargets)
target = killersFolder:(name)
target target:()
target.HumanoidRootPart, target:()
,
(targetHRP, killerHumanoid)
ping = ()
velocity = targetHRP.Velocity
velocity.Magnitude <= movementThreshold
targetHRP.Position
targetHRP.Position + (velocity * ping)
(targetHRP)
ping = ()
studs = ping *
targetHRP.Velocity.Magnitude <= movementThreshold
targetHRP.Position
targetHRP.Position + (targetHRP.CFrame.LookVector * studs)
()
LocalPlayer.Character
flint = LocalPlayer.Character:(, )
flint
(flint:() flint:() flint:())
flint = flint:(, )
flint
flint.Transparency >=
(text)
text text:()
ok, TextChatService = (() :() )
ok TextChatService TextChatService.TextChannels TextChatService.TextChannels.RBXGeneral
(()
TextChatService.TextChannels.RBXGeneral:(text)
)
(()
StarterGui:(, {
Text = text,
Color = .(,,)
})
)
loadedCustomAnimTrack =
()
useCustomAnim Humanoid
animId = (customAnimId)
animId
_, track (Humanoid.Animator:())
track:()
anim = .()
anim.AnimationId = .. animId
track = Humanoid:():(anim)
loadedCustomAnimTrack = track
track:()
track.Looped
(, ()
track.IsPlaying
track:()
)
Window = Rayfield:({
Name = ,
LoadingTitle = ,
LoadingSubtitle = ,
ConfigurationSaving = {
Enabled = ,
FolderName = ,
FileName =
},
KeySystem =
})
MainTab = Window:(, )
MessageTab = Window:(, )
AnimTab = Window:(, )
CoinTab = Window:(, )
ScriptsTab = Window:(, )
CreditsTab = Window:(, )
MainTab:({
Name = ,
CurrentValue = ,
Flag = ,
Callback = (val)
active = val
})
MainTab:({
Name = ,
Options = {,,,},
CurrentOption = ,
Callback = (opt)
predictionMode = opt
})
storedPredictionValue =
MainTab:({
Name = ,
PlaceholderText = ,
RemoveTextAfterFocusLost = ,
Callback = (txt)
n = (txt)
n
storedPredictionValue = n
})
MainTab:({
Name = ,
Options = {,},
CurrentOption = ,
Callback = (opt)
aimMode = opt
})
MainTab:({
Name = ,
Range = {, },
Increment = ,
Suffix = ,
CurrentValue = ,
Callback = (val)
spinDuration = val
})
MessageTab:({
Name = ,
CurrentValue = ,
Callback = (val)
messageWhenAim = val
})
storedMessageText =
MessageTab:({
Name = ,
PlaceholderText = ,
RemoveTextAfterFocusLost = ,
Callback = (txt)
storedMessageText = txt
})
AnimTab:({
Name = ,
CurrentValue = ,
Callback = (val)
useCustomAnim = val
})
AnimTab:({
Name = ,
PlaceholderText = ,
RemoveTextAfterFocusLost = ,
Callback = (txt)
customAnimId = (txt)
})
CoinTab:({
Name = ,
CurrentValue = ,
Callback = (val)
autoCoinflip = val
})
CoinTab:({
Name = ,
Options = {,,},
CurrentOption = ,
Callback = (opt)
coinflipTargetCharge = opt
})
ScriptsTab:({
Name = ,
Callback = ()
CoreGui = :()
src =
(() src = :(, ) )
src ==
CoreGui:(, {
Title = ,
Text = ,
Duration =
})
src = :(, )
(src)()
})
ScriptsTab:({
Name = ,
Callback = ()
(:())()
})
CreditsTab:({Title = , Content = })
()
ok, txt = (()
mainUI = LocalPlayer:() LocalPlayer.PlayerGui:()
mainUI
abil = mainUI:()
abil
coin = abil:()
coin
chargesLabel = coin:()
chargesLabel
(chargesLabel.Text)
)
ok txt
RunService.RenderStepped:(()
autoCoinflip
charges = (())
target = (coinflipTargetCharge)
charges target charges < target
now = ()
now - lastCoinflipTime >= coinflipCooldown
lastCoinflipTime = now
(()
RemoteEvent:(.({
[] = ,
[] = ,
}))
)
)
prevFlintVisibleAim =
prevFlintVisibleShoot =
RunService.RenderStepped:(()
active Humanoid HRP
isVisible = ()
isVisible prevFlintVisibleAim aiming
lastTriggerTime = ()
aiming =
prevFlintVisibleAim = isVisible
aiming
elapsed = () - lastTriggerTime
aimMode ==
elapsed <= spinDuration
spinProgress = elapsed / spinDuration
spinAngle = .( * spinProgress)
HRP.CFrame = .(HRP.Position) * .(, spinAngle, )
elapsed <= spinDuration +
originalWS
originalWS = Humanoid.WalkSpeed
originalJP = Humanoid.JumpPower
originalAutoRotate = Humanoid.AutoRotate
Humanoid.AutoRotate =
HRP.AssemblyAngularVelocity = .zero
targetHRP, killerHumanoid = ()
targetHRP
aimPos
predictionMode ==
aimPos = (targetHRP, killerHumanoid)
predictionMode ==
studs = storedPredictionValue
targetHRP.Velocity.Magnitude > movementThreshold
aimPos = targetHRP.Position + (targetHRP.CFrame.LookVector * studs)
aimPos = targetHRP.Position
predictionMode ==
aimPos = (targetHRP)
prediction = storedPredictionValue
targetHRP.Velocity.Magnitude <= movementThreshold
aimPos = targetHRP.Position
aimPos = targetHRP.Position + (targetHRP.Velocity * (prediction / ))
aimPos
direction = (aimPos - HRP.Position).Unit
yRot = .(-direction.X, -direction.Z)
HRP.CFrame = .(HRP.Position) * .(, yRot, )
aiming =
originalWS originalJP originalAutoRotate ~=
Humanoid.WalkSpeed = originalWS
Humanoid.JumpPower = originalJP
Humanoid.AutoRotate = originalAutoRotate
originalWS, originalJP, originalAutoRotate = , ,
elapsed <= aimDuration
originalWS
originalWS = Humanoid.WalkSpeed
originalJP = Humanoid.JumpPower
originalAutoRotate = Humanoid.AutoRotate
Humanoid.AutoRotate =
HRP.AssemblyAngularVelocity = .zero
targetHRP, killerHumanoid = ()
targetHRP
aimPos
predictionMode ==
aimPos = (targetHRP, killerHumanoid)
predictionMode ==
studs = storedPredictionValue
targetHRP.Velocity.Magnitude > movementThreshold
aimPos = targetHRP.Position + (targetHRP.CFrame.LookVector * studs)
aimPos = targetHRP.Position
predictionMode ==
aimPos = (targetHRP)
prediction = storedPredictionValue
targetHRP.Velocity.Magnitude <= movementThreshold
aimPos = targetHRP.Position
aimPos = targetHRP.Position + (targetHRP.Velocity * (prediction / ))
aimPos
direction = (aimPos - HRP.Position).Unit
yRot = .(-direction.X, -direction.Z)
HRP.CFrame = .(HRP.Position) * .(, yRot, )
aiming =
originalWS originalJP originalAutoRotate ~=
Humanoid.WalkSpeed = originalWS
Humanoid.JumpPower = originalJP
Humanoid.AutoRotate = originalAutoRotate
originalWS, originalJP, originalAutoRotate = , ,
)
RunService.RenderStepped:(()
isVisible = ()
isVisible prevFlintVisibleShoot shooting
lastTriggerTime = ()
shooting =
messageSentThisAim =
messageWhenAim
(storedMessageText)
messageSentThisAim =
prevFlintVisibleShoot = isVisible
shooting
useCustomAnim
()
messageSentThisAim =
shooting =
)
Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: sirius.menu, yarhm.mhi.im, raw.githubusercontent.com, api.luarmor.net.
Chance aim Auto block

Universal