Run it
Copy the script and paste it into your executor.
Rayfield = (:())()
Players = :()
RunService = :()
UserInputService = :()
Camera = .CurrentCamera
LocalPlayer = Players.LocalPlayer
math_sin = .sin
math_huge = .huge
=
Vector2_new = .new
Vector3_new = .new
Color3_fromRGB = .fromRGB
hitboxSize =
hitboxEnabled =
teamCheck =
ogSIZES = {}
hbCON = {}
infoToggleEnabled =
ignoreThroughParts =
FOV_RGB_Enabled =
FOV_RGB_Speed =
pressedKeys = {}
UserInputService.InputBegan:((input, gp)
gp input.UserInputType == .UserInputType.Keyboard
pressedKeys[input.KeyCode.Name] =
)
UserInputService.InputEnded:((input, gp)
gp input.UserInputType == .UserInputType.Keyboard
pressedKeys[input.KeyCode.Name] =
)
ESP_Name_Enabled =
AimAssistSettings = {
Enabled = ,
AimPart = ,
FOV = ,
Sensitivity = ,
WallCheck = ,
TeamCheck = ,
OutfitCheck = ,
ESP_Enabled = ,
ESP_LineMode = ,
ESP_Skeleton = ,
ESP_RGB_NoTeam = ,
BulletPrediction = ,
SkipDeadPlayers = ,
SmoothAiming = ,
ESP_Box = ,
ESP_AimPart = ,
ESP_SkipTeam =
}
Circle = .()
Circle.Color = (, , )
Circle.Thickness =
Circle.Filled =
Circle.Radius = AimAssistSettings.FOV
Circle.Position = (Camera.ViewportSize.X / , Camera.ViewportSize.Y / )
Circle.Visible =
InfoText = .()
InfoText.Visible =
InfoText.Color = (,,)
InfoText.Size =
InfoText.Outline =
InfoText.Center =
InfoText.Font =
ESP_Lines = {}
ESP_Skeletons = {}
ESP_Pool = {lines = {}, skeletons = {}, names = {}}
ESP_Boxes = {}
ESP_PartMarkers = {}
ESP_BoxPool = {}
ESP_PartMarkerPool = {}
ESP_NameTexts = {}
ESP_NamePool = {}
screenCenter = (, )
lastScreenUpdate =
SCREEN_UPDATE_INTERVAL = /
lastRGBTime =
cachedRGBColor = (, , )
RGB_UPDATE_INTERVAL = /
FOV_RGB_Tick =
(speed)
currentTime = ()
time = currentTime * (speed )
r = (time) * +
g = (time + ) * +
b = (time + ) * +
(r, g, b)
outfitCache = {}
outfitCacheTime = {}
OUTFIT_CACHE_DURATION =
(player)
player player.Character
currentTime = ()
playerId = player.UserId
outfitCache[playerId] outfitCacheTime[playerId]
(currentTime - outfitCacheTime[playerId]) < OUTFIT_CACHE_DURATION
outfitCache[playerId]
outfitData = {}
shirt = player.Character:()
pants = player.Character:()
outfitData.shirt = shirt shirt.ShirtTemplate
outfitData.pants = pants pants.PantsTemplate
outfitCache[playerId] = outfitData
outfitCacheTime[playerId] = currentTime
outfitData
(outfit1, outfit2)
outfit1 outfit2
outfit1.shirt ~= outfit1.pants ~=
outfit1.shirt == outfit2.shirt outfit1.pants == outfit2.pants
hasTeamSystem =
lastTeamCheck =
TEAM_CHECK_INTERVAL =
()
currentTime = ()
hasTeamSystem == (currentTime - lastTeamCheck) >= TEAM_CHECK_INTERVAL
lastTeamCheck = currentTime
hasTeamSystem =
_, player (Players:())
player.Team ~=
hasTeamSystem =
hasTeamSystem
(player)
AimAssistSettings.OutfitCheck
localOutfit = (LocalPlayer)
targetOutfit = (player)
(localOutfit, targetOutfit)
(player)
player player.Character
humanoid = player.Character:()
humanoid humanoid.Health >
(part, origin)
direction = (part.Position - origin)
distance = direction.Magnitude
distance <
rayParams = RaycastParams.()
rayParams.FilterType = .RaycastFilterType.Blacklist
filterList = {LocalPlayer.Character, Camera}
rayParams.FilterDescendantsInstances = filterList
rayParams.IgnoreWater =
rayDirection = direction.Unit * (distance - )
result = :(origin, rayDirection, rayParams)
result
hitPart = result.Instance
hitPart hitPart.Parent
_, plr (Players:())
plr.Team LocalPlayer.Team plr.Team == LocalPlayer.Team plr.Character hitPart:(plr.Character)
ignoreThroughParts (
hitPart.CanCollide ==
hitPart.Transparency >
(hitPart.Name == hitPart.Name == hitPart.Name == hitPart.Name == )
)
newOrigin = result.Position + direction.Unit *
newDirection = (part.Position - newOrigin)
newDirection.Magnitude >
(part, newOrigin)
hitPart:(part.Parent) hitPart.Parent == part.Parent
(part)
(part, Camera.CFrame.Position)
(character)
parts = {, , , , }
nearestPart, nearestDistance = , math_huge
_, partName (parts)
part = character:(partName)
part
screenPoint, onScreen = Camera:(part.Position)
onScreen screenPoint.Z >
dist = ((screenPoint.X, screenPoint.Y) - screenCenter).Magnitude
dist < nearestDistance
nearestDistance = dist
nearestPart = part
nearestPart
()
closestPlayer, closestDistance = , math_huge
hasTeam = ()
_, player (Players:())
player ~= LocalPlayer player.Character player.Character:()
AimAssistSettings.SkipDeadPlayers (player)
AimAssistSettings.TeamCheck hasTeam player.Team == LocalPlayer.Team
(player)
dist = (player.Character.HumanoidRootPart.Position - Camera.CFrame.Position).Magnitude
dist < closestDistance
closestDistance = dist
closestPlayer = player
closestPlayer
()
closestPlayer, closestDistance = , math_huge
hasTeam = ()
_, player (Players:())
player ~= LocalPlayer player.Character
AimAssistSettings.SkipDeadPlayers (player)
AimAssistSettings.TeamCheck hasTeam player.Team == LocalPlayer.Team
(player)
targetPart
AimAssistSettings.AimPart ==
targetPart = (player.Character)
targetPart = player.Character:(AimAssistSettings.AimPart)
targetPart
fallbackMap = {
[] = {, , },
[] = {, },
[] = {, },
[] = {},
[] = {}
}
fallbacks = fallbackMap[AimAssistSettings.AimPart] {AimAssistSettings.AimPart}
_, fallback (fallbacks)
targetPart = player.Character:(fallback)
targetPart
targetPart
lastResort = {, , , }
_, fallback (lastResort)
targetPart = player.Character:(fallback)
targetPart
targetPart
AimAssistSettings.WallCheck (targetPart)
screenPoint, onScreen = Camera:(targetPart.Position)
onScreen screenPoint.Z >
dist = ((screenPoint.X, screenPoint.Y) - screenCenter).Magnitude
dist < AimAssistSettings.FOV dist < closestDistance
closestDistance = dist
closestPlayer = player
closestPlayer
(player)
player player.Character
AimAssistSettings.AimPart ==
(player.Character)
part = player.Character:(AimAssistSettings.AimPart)
part
part
fallbackMap = {
[] = {, , },
[] = {, },
[] = {, },
[] = {},
[] = {}
}
fallbacks = fallbackMap[AimAssistSettings.AimPart] {AimAssistSettings.AimPart}
_, fallback (fallbacks)
part = player.Character:(fallback)
part
part
lastResort = {, , , }
_, fallback (lastResort)
part = player.Character:(fallback)
part
part
(plr)
plr == LocalPlayer hitboxEnabled
teamCheck plr.Team ~= LocalPlayer.Team ~= plr.Team == LocalPlayer.Team
()
char = plr.Character
humanoid = char char:()
root = char char:()
humanoid humanoid.Health > root
ogSIZES[plr]
ogSIZES[plr] = root.Size
root.Size = (hitboxSize, hitboxSize, hitboxSize)
root.Transparency =
root.BrickColor = BrickColor.()
root.Material = .Material.Neon
root.CanCollide =
()
hbCON[plr] hbCON[plr]:()
hbCON[plr] = RunService.Heartbeat:(()
char = plr.Character
humanoid = char char:()
root = char char:()
humanoid humanoid.Health > root
root.Size = (hitboxSize, hitboxSize, hitboxSize)
root.Transparency =
root.BrickColor = BrickColor.()
root.Material = .Material.Neon
root.CanCollide =
)
(plr)
hbCON[plr]
hbCON[plr]:()
hbCON[plr] =
char = plr.Character
root = char char:()
root ogSIZES[plr]
root.Size = ogSIZES[plr]
root.Transparency =
root.BrickColor = BrickColor.()
root.Material = .Material.Neon
root.CanCollide =
ogSIZES[plr] =
(player)
AimAssistSettings.ESP_RGB_NoTeam ( player.Team player.Team == )
()
player.Team player.TeamColor
player.TeamColor.Color
(, , )
()
line = .(ESP_Pool.lines)
line
line.Visible =
line
newLine = .()
newLine.Visible =
newLine
(line)
line
line.Visible =
.(ESP_Pool.lines, line)
(skeleton)
skeleton
_, line (skeleton)
(line)
()
box = .(ESP_BoxPool)
box
box.Visible =
box
newBox = .()
newBox.Visible =
newBox.Thickness =
newBox.Transparency =
newBox
(box)
box
box.Visible =
.(ESP_BoxPool, box)
()
circle = .(ESP_PartMarkerPool)
circle
circle.Visible =
circle
newCircle = .()
newCircle.Visible =
newCircle.Radius =
newCircle.Thickness =
newCircle.Filled =
newCircle
(circle)
circle
circle.Visible =
.(ESP_PartMarkerPool, circle)
()
t = .(ESP_NamePool)
t
t.Visible =
t
text = .()
text.Visible =
text.Size =
text.Outline =
text.Center =
text.Font =
text.Color = (,,)
text
(t)
t
t.Visible =
.(ESP_NamePool, t)
lastFrameTime =
FRAME_LIMIT = /
lastESPUpdate =
ESP_UPDATE_INTERVAL = /
()
currentTime = ()
currentTime - lastESPUpdate < ESP_UPDATE_INTERVAL
lastESPUpdate = currentTime
_, line (ESP_Lines) (line)
ESP_Lines = {}
_, skeleton (ESP_Skeletons) (skeleton)
ESP_Skeletons = {}
_, box (ESP_Boxes) (box)
ESP_Boxes = {}
_, circ (ESP_PartMarkers) (circ)
ESP_PartMarkers = {}
_, t (ESP_NameTexts) (t)
ESP_NameTexts = {}
hasTeam = ()
_, player (Players:())
player ~= LocalPlayer player.Character player.Character:()
AimAssistSettings.SkipDeadPlayers (player)
AimAssistSettings.ESP_SkipTeam hasTeam player.Team == LocalPlayer.Team
humanoidRootPart = player.Character.HumanoidRootPart
pos, onScreen = Camera:(humanoidRootPart.Position)
onScreen pos.Z >
color = (player)
AimAssistSettings.ESP_Enabled
line = ()
fromY = AimAssistSettings.ESP_LineMode == Camera.ViewportSize.Y
line.From = (Camera.ViewportSize.X / , fromY)
line.To = (pos.X, pos.Y)
line.Thickness =
line.Transparency =
line.Color = color
.(ESP_Lines, line)
AimAssistSettings.ESP_Skeleton
skeleton = {}
character = player.Character
skeletonColor = color
(partA, partB)
p1, v1 = character:(partA), character:(partB)
p1 v1
pos1, os1 = Camera:(p1.Position)
pos2, os2 = Camera:(v1.Position)
os1 os2 pos1.Z > pos2.Z >
line = ()
line.From = (pos1.X, pos1.Y)
line.To = (pos2.X, pos2.Y)
line.Color = skeletonColor
line.Thickness =
line.Transparency =
.(skeleton, line)
character:()
(, )
(, )
(, )
(, )
(, )
(, )
(, )
(, )
(, )
(, )
(, )
(, )
(, )
(, )
(, )
(, )
(, )
(, )
(, )
.(ESP_Skeletons, skeleton)
AimAssistSettings.ESP_Box
min, max = .(.huge, .huge, .huge), .(-.huge, -.huge, -.huge)
_, part (player.Character:())
part:()
min = .(
.(min.X, part.Position.X - part.Size.X/),
.(min.Y, part.Position.Y - part.Size.Y/),
.(min.Z, part.Position.Z - part.Size.Z/)
)
max = .(
.(max.X, part.Position.X + part.Size.X/),
.(max.Y, part.Position.Y + part.Size.Y/),
.(max.Z, part.Position.Z + part.Size.Z/)
)
corners = {
.(min.X, min.Y, min.Z),
.(max.X, min.Y, min.Z),
.(max.X, max.Y, min.Z),
.(min.X, max.Y, min.Z),
.(min.X, min.Y, max.Z),
.(max.X, min.Y, max.Z),
.(max.X, max.Y, max.Z),
.(min.X, max.Y, max.Z),
}
screenPoints = {}
anyVisible =
_, v (corners)
p, vis = Camera:(v)
vis p.Z >
anyVisible =
.(screenPoints, (p.X, p.Y))
anyVisible
minX, minY, maxX, maxY = .huge, .huge, -.huge, -.huge
_, v (screenPoints)
minX = .(minX, v.X)
minY = .(minY, v.Y)
maxX = .(maxX, v.X)
maxY = .(maxY, v.Y)
box = ()
box.Color = color
box.PointA = (minX, minY)
box.PointB = (maxX, minY)
box.PointC = (maxX, maxY)
box.PointD = (minX, maxY)
.(ESP_Boxes, box)
ESP_Name_Enabled
nameText = ()
nameText.Text = player.DisplayName player.Name
nameText.Color = color
nameText.Size =
head = player.Character:()
head
headPos, headOnScreen = Camera:(head.Position + (, , ))
headOnScreen headPos.Z >
nameText.Position = (headPos.X, headPos.Y - )
nameText.Visible =
nameText.Position = (pos.X, pos.Y - )
nameText.Visible =
.(ESP_NameTexts, nameText)
AimAssistSettings.ESP_AimPart AimAssistSettings.Enabled
target = ()
target
part = (target)
part
p, vis = Camera:(part.Position)
vis p.Z >
circ = ()
circ.Position = (p.X, p.Y)
circ.Color = (, , )
circ.Visible =
.(ESP_PartMarkers, circ)
lastTarget =
targetLockTime =
LOCK_DURATION =
RunService.RenderStepped:(()
currentTime = ()
currentTime - lastFrameTime < FRAME_LIMIT
lastFrameTime = currentTime
currentTime - lastScreenUpdate >= SCREEN_UPDATE_INTERVAL
screenCenter = (Camera.ViewportSize.X / , Camera.ViewportSize.Y / )
lastScreenUpdate = currentTime
FOV_RGB_Enabled
Circle.Color = (FOV_RGB_Speed)
Circle.Radius = AimAssistSettings.FOV
Circle.Position = screenCenter
Circle.Visible = AimAssistSettings.Enabled
currentTarget =
AimAssistSettings.Enabled
target = ()
target target == lastTarget
targetLockTime = currentTime
target lastTarget
lastTarget = target
targetLockTime = currentTime
target lastTarget (currentTime - targetLockTime) < LOCK_DURATION
target = lastTarget
lastTarget = target
targetLockTime = currentTime
target
targetPart = (target)
targetPart
isValid =
AimAssistSettings.SkipDeadPlayers (target)
isValid =
AimAssistSettings.TeamCheck () target.Team == LocalPlayer.Team
isValid =
(target)
isValid =
AimAssistSettings.WallCheck (targetPart)
isValid =
screenPoint, onScreen = Camera:(targetPart.Position)
onScreen screenPoint.Z >
dist = ((screenPoint.X, screenPoint.Y) - screenCenter).Magnitude
dist > AimAssistSettings.FOV
isValid =
isValid =
isValid
aimPos = targetPart.Position
AimAssistSettings.BulletPrediction target.Character target.Character:()
targetVelocity = target.Character.HumanoidRootPart.Velocity
distance = (aimPos - Camera.CFrame.Position).Magnitude
timeToTarget = distance /
aimPos = aimPos + (targetVelocity * timeToTarget * )
dir = (aimPos - Camera.CFrame.Position).Unit
goal = .(Camera.CFrame.Position, Camera.CFrame.Position + dir)
smoothness = AimAssistSettings.Sensitivity
LocalPlayer.Character LocalPlayer.Character:()
moveVector = LocalPlayer.Character.Humanoid.MoveDirection
moveVector.Magnitude >
smoothness = smoothness *
AimAssistSettings.SmoothAiming
Camera.CFrame = Camera.CFrame:(goal, smoothness)
Camera.CFrame = goal
currentTarget = target
lastTarget =
lastTarget =
lastTarget =
infoToggleEnabled
InfoText.Visible =
str =
closest = ()
closestName =
closest
dn = closest.DisplayName closest.Name
un = closest.Name
closestName = dn .. .. un ..
isStunned =
closest closest.Character
stunVal = closest.Character:()
stunVal stunVal:()
isStunned = stunVal.Value
closest.Character:() closest.Character.Humanoid:()
stunH = closest.Character.Humanoid.Stunned
(stunH) ==
isStunned = stunH
(stunH) ==
isStunned = stunH >
(stunH) == stunH:()
isStunned = stunH.Value
stunText = isStunned
myTeam = (LocalPlayer.Team LocalPlayer.Team.Name)
aimTargetName = lastTarget (lastTarget.DisplayName lastTarget.Name)
aimAssistState = AimAssistSettings.Enabled
aimingPart = lastTarget (lastTarget) (lastTarget).Name
str = str .. ():(
aimAssistState, myTeam, closestName, stunText, aimTargetName, aimingPart
)
keysText =
k (pressedKeys)
keysText = keysText .. k ..
keysText == keysText =
str = str .. ():(keysText)
InfoText.Text = str
InfoText.Position = (, )
InfoText.Visible =
)
RunService.RenderStepped:(UpdateESP)
Window = Rayfield:({
Name = ,
LoadingTitle = ,
LoadingSubtitle = ,
ConfigurationSaving = {Enabled = }
})
AimAssistTab = Window:(, )
HitboxTab = Window:(, )
VisualTab = Window:(, )
SettingsTab = Window:(, )
AimAssistTab:({
Name = ,
CurrentValue = ,
Callback = (state)
infoToggleEnabled = state
})
HitboxTab:({
Name = ,
Range = {, },
Increment = ,
Suffix = ,
CurrentValue = ,
Callback = (value)
hitboxSize = value
})
HitboxTab:({
Name = ,
CurrentValue = ,
Callback = (state)
hitboxEnabled = state
_, plr (Players:())
state
(plr)
(plr)
})
HitboxTab:({
Name = ,
CurrentValue = ,
Callback = (state)
teamCheck = state
hitboxEnabled
_, plr (Players:())
(plr)
(plr)
})
AimAssistTab:({
Name = ,
CurrentValue = ,
Callback = (value)
AimAssistSettings.Enabled = value
})
AimAssistTab:({
Name = ,
Options = {, , , , , },
CurrentOption = ,
Callback = (value)
(value) ==
value = value[]
value == value =
value == value =
AimAssistSettings.AimPart = value
})
AimAssistTab:({
Name = ,
Range = {, },
Increment = ,
CurrentValue = ,
Callback = (value)
AimAssistSettings.FOV = value
})
AimAssistTab:({
Name = ,
Range = {, },
Increment = ,
CurrentValue = ,
Callback = (value)
AimAssistSettings.Sensitivity = value
})
AimAssistTab:({
Name = ,
CurrentValue = ,
Callback = (value)
AimAssistSettings.BulletPrediction = value
})
AimAssistTab:({
Name = ,
CurrentValue = ,
Callback = (value)
AimAssistSettings.SmoothAiming = value
})
AimAssistTab:({
Name = ,
Color = (,,),
Callback = (color)
FOV_RGB_Enabled
Circle.Color = color
})
AimAssistTab:({
Name = ,
CurrentValue = ,
Callback = (state)
FOV_RGB_Enabled = state
})
AimAssistTab:({
Name = ,
Range = {, },
Increment = ,
CurrentValue = ,
Callback = (val)
FOV_RGB_Speed = val
})
Paragraph = VisualTab:({
Title = ,
Content =
})
VisualTab:({
Name = ,
CurrentValue = ,
Callback = (value)
AimAssistSettings.ESP_Enabled = value
})
VisualTab:({
Name = ,
CurrentValue = ,
Callback = (value)
AimAssistSettings.ESP_Skeleton = value
})
VisualTab:({
Name = ,
CurrentValue = ,
Callback = (value)
AimAssistSettings.ESP_RGB_NoTeam = value
})
VisualTab:({
Name = ,
CurrentValue = ,
Callback = (value)
AimAssistSettings.ESP_Box = value
})
VisualTab:({
Name = ,
CurrentValue = ,
Callback = (value)
AimAssistSettings.ESP_AimPart = value
})
VisualTab:({
Name = ,
CurrentValue = ,
Callback = (value)
ESP_Name_Enabled = value
})
VisualTab:({
Name = ,
CurrentValue = ,
Callback = (value)
AimAssistSettings.ESP_SkipTeam = value
})
SettingsTab:({
Name = ,
CurrentValue = ,
Callback = (value)
AimAssistSettings.WallCheck = value
})
SettingsTab:({
Name = ,
CurrentValue = ,
Callback = (value)
AimAssistSettings.TeamCheck = value
})
SettingsTab:({
Name = ,
CurrentValue = ,
Callback = (value)
AimAssistSettings.OutfitCheck = value
})
SettingsTab:({
Name = ,
CurrentValue = ,
Callback = (value)
AimAssistSettings.SkipDeadPlayers = value
})
SettingsTab:({
Name = ,
CurrentValue = ,
Callback = (value)
ignoreThroughParts = value
})
Players.PlayerAdded:((plr)
plr.CharacterAdded:(()
.()
hitboxEnabled
(plr)
)
)
_, plr (Players:())
plr ~= LocalPlayer
plr.CharacterAdded:(()
.()
hitboxEnabled
(plr)
)
Rayfield:({
Title = ,
Content = ,
Duration = ,
Image =
})Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: raw.githubusercontent.com.
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