Run it
Copy the script and paste it into your executor.
WindUI = (:())()
Players = :()
RS = :()
Player = Players.LocalPlayer
Camera = .CurrentCamera
State = {
AimEnabled = ,
AimFOV = ,
LockHead = ,
LockClosest = ,
AimWallbang = ,
ESPEnabled = ,
ESPThroughWalls = ,
Language =
}
CurrentLock, TargetPart = ,
Translations = {
[] = {
WindowTitle = ,
MainTab = ,
AimbotSection = ,
AimbotDesc = ,
AimbotToggle = ,
AimHead = ,
AimClosest = ,
Wallbang = ,
FOVSection = ,
FOVDesc = ,
FOVSize = ,
ESPSection = ,
ESPDesc = ,
ESPToggle = ,
ThroughWalls = ,
SettingsTab = ,
ThemeSection = ,
SelectTheme = ,
LangSection = ,
SelectLang =
},
[] = {
WindowTitle = ,
MainTab = ,
AimbotSection = ,
AimbotDesc = ,
AimbotToggle = ,
AimHead = ,
AimClosest = ,
Wallbang = ,
FOVSection = ,
FOVDesc = ,
FOVSize = ,
ESPSection = ,
ESPDesc = ,
ESPToggle = ,
ThroughWalls = ,
SettingsTab = ,
ThemeSection = ,
SelectTheme = ,
LangSection = ,
SelectLang =
}
}
Player.PlayerGui:()
Player.PlayerGui.AimbotFOV:()
fovGui = .()
fovGui.Name =
fovGui.IgnoreGuiInset =
fovGui.DisplayOrder =
fovGui.ResetOnSpawn =
fovGui.Parent = Player:()
circ = .(, fovGui)
circ.AnchorPoint, circ.BackgroundTransparency, circ.Visible = .(, ), ,
stroke = .(, circ)
stroke.Thickness =
stroke.Color = .(, , )
.(, circ).CornerRadius = .(, )
(part, char)
rayParams = RaycastParams.()
rayParams.FilterDescendantsInstances = {Player.Character, char, Camera}
rayParams.FilterType = .RaycastFilterType.Exclude
:(Camera.CFrame.Position, (part.Position - Camera.CFrame.Position).Unit * (part.Position - Camera.CFrame.Position).Magnitude, rayParams) ==
()
State.AimEnabled ,
targetPlr, targetPart, close = , , State.AimFOV
mid = .(Camera.ViewportSize.X/, Camera.ViewportSize.Y/)
_, v (Players:())
v ~= Player v.Character v.Character:() v.Character.Humanoid.Health >
head = v.Character:()
fallbackPart = head v.Character:() v.Character:()
fallbackPart
canAim = State.AimWallbang (fallbackPart, v.Character)
canAim
State.LockHead head
p, vis = Camera:(head.Position)
vis (.(p.X, p.Y) - mid).Magnitude < close
close, targetPlr, targetPart = (.(p.X, p.Y) - mid).Magnitude, v, head
State.LockClosest
_, part (v.Character:())
part:() (State.AimWallbang (part, v.Character))
p, vis = Camera:(part.Position)
vis (.(p.X, p.Y) - mid).Magnitude < close
close, targetPlr, targetPart = (.(p.X, p.Y) - mid).Magnitude, v, part
targetPlr, targetPart
(color, thickness)
line = .()
line.Visible =
line.From = .(, )
line.To = .(, )
line.Color = color
line.Thickness = thickness
line.Transparency =
line
(plr)
plr == Player
Library = {
TL1 = (.(, , ), ),
TL2 = (.(, , ), ),
TR1 = (.(, , ), ),
TR2 = (.(, , ), ),
BL1 = (.(, , ), ),
BL2 = (.(, , ), ),
BR1 = (.(, , ), ),
BR2 = (.(, , ), ),
NameTag = .()
}
Library.NameTag.Visible =
Library.NameTag.Center =
Library.NameTag.Outline =
Library.NameTag.OutlineColor = .(, , )
Library.NameTag.Color = .(, , )
Library.NameTag.Size =
Library.NameTag.Font =
oripart = .()
oripart.Parent =
oripart.Transparency =
oripart.CanCollide =
oripart.Size = .(, , )
oripart.Position = .(, , )
connection
connection = RS.RenderStepped:(()
char = plr.Character
char char:() char:() char.Humanoid.Health > char:()
isTargetVisible = (char.Head, char)
shouldShow = State.ESPEnabled (State.ESPThroughWalls isTargetVisible)
HumPos, vis = Camera:(char.HumanoidRootPart.Position)
shouldShow vis
oripart.Size = .(char.HumanoidRootPart.Size.X, char.HumanoidRootPart.Size.Y * , char.HumanoidRootPart.Size.Z)
oripart.CFrame = .(char.HumanoidRootPart.CFrame.Position, Camera.CFrame.Position)
SizeX = oripart.Size.X
SizeY = oripart.Size.Y
TL = Camera:((oripart.CFrame * .(SizeX, SizeY, )).Position)
TR = Camera:((oripart.CFrame * .(-SizeX, SizeY, )).Position)
BL = Camera:((oripart.CFrame * .(SizeX, -SizeY, )).Position)
BR = Camera:((oripart.CFrame * .(-SizeX, -SizeY, )).Position)
dist = (Player.Character Player.Character:() (Player.Character.HumanoidRootPart.Position - oripart.Position).Magnitude)
thicknessValue = .( / dist * , , )
ratio = (Camera.CFrame.Position - char.HumanoidRootPart.Position).Magnitude
offset = .( / ratio * , , )
Library.TL1.From = .(TL.X, TL.Y)
Library.TL1.To = .(TL.X + offset, TL.Y)
Library.TL2.From = .(TL.X, TL.Y)
Library.TL2.To = .(TL.X, TL.Y + offset)
Library.TR1.From = .(TR.X, TR.Y)
Library.TR1.To = .(TR.X - offset, TR.Y)
Library.TR2.From = .(TR.X, TR.Y)
Library.TR2.To = .(TR.X, TR.Y + offset)
Library.BL1.From = .(BL.X, BL.Y)
Library.BL1.To = .(BL.X + offset, BL.Y)
Library.BL2.From = .(BL.X, BL.Y)
Library.BL2.To = .(BL.X, BL.Y - offset)
Library.BR1.From = .(BR.X, BR.Y)
Library.BR1.To = .(BR.X - offset, BR.Y)
Library.BR2.From = .(BR.X, BR.Y)
Library.BR2.To = .(BR.X, BR.Y - offset)
headPos, headOnScreen = Camera:(char.Head.Position + .(, , ))
headOnScreen
Library.NameTag.Position = .(headPos.X, headPos.Y - )
Library.NameTag.Text = plr.Name
Library.NameTag.Visible =
Library.NameTag.Visible =
i, v (Library)
v ~= Library.NameTag
v.Thickness = thicknessValue
v.Visible =
i, v (Library)
v.Visible =
i, v (Library)
v.Visible =
Players:(plr.Name)
i, v (Library)
v:()
oripart oripart:()
connection:()
)
Window = WindUI:({
Title = Translations[].WindowTitle,
Icon = ,
Author = ,
Theme =
})
MainTab = Window:({
Title = Translations[].MainTab,
Icon =
})
AimbotSec = MainTab:({
Title = Translations[].AimbotSection,
Desc = Translations[].AimbotDesc
})
Row1 = MainTab:()
ToggleAim = Row1:({
Title = Translations[].AimbotToggle,
Value = State.AimEnabled,
Callback = (v) State.AimEnabled = v
})
Row2 = MainTab:()
ToggleHead, ToggleClosest
ToggleHead = Row2:({
Title = Translations[].AimHead,
Value = State.LockHead,
Callback = (v)
State.LockHead = v
v
State.LockClosest =
ToggleClosest ToggleClosest:()
})
ToggleClosest = Row2:({
Title = Translations[].AimClosest,
Value = State.LockClosest,
Callback = (v)
State.LockClosest = v
v
State.LockHead =
ToggleHead ToggleHead:()
})
RowAimbotPlugin = MainTab:()
ToggleWallbang = RowAimbotPlugin:({
Title = Translations[].Wallbang,
Value = State.AimWallbang,
Callback = (v) State.AimWallbang = v
})
FOVSec = MainTab:({
Title = Translations[].FOVSection,
Desc = Translations[].FOVDesc
})
SliderFOV = MainTab:({
Title = Translations[].FOVSize,
Step = ,
Value = { Min = , Max = , Default = State.AimFOV },
Callback = (v) State.AimFOV = v
})
ESPSec = MainTab:({
Title = Translations[].ESPSection,
Desc = Translations[].ESPDesc
})
Row3 = MainTab:()
ToggleESP = Row3:({
Title = Translations[].ESPToggle,
Value = State.ESPEnabled,
Callback = (v) State.ESPEnabled = v
})
RowESPPlugin = MainTab:()
ToggleThroughWalls = RowESPPlugin:({
Title = Translations[].ThroughWalls,
Value = State.ESPThroughWalls,
Callback = (v) State.ESPThroughWalls = v
})
SettingsTab = Window:({
Title = Translations[].SettingsTab,
Icon =
})
ThemeSec = SettingsTab:({
Title = Translations[].ThemeSection
})
ThemeDropdown = SettingsTab:({
Title = Translations[].SelectTheme,
Values = {
, , , , , ,
, , , , ,
, , , ,
},
Value = ,
Callback = (selected)
WindUI:(selected)
})
LangSec = SettingsTab:({
Title = Translations[].LangSection
})
(elem, title, desc)
elem
(()
title (elem.SetTitle) == elem:(title)
desc (elem.SetDesc) == elem:(desc)
)
(lang)
State.Language = lang
t = Translations[lang] Translations[]
(MainTab, t.MainTab)
(AimbotSec, t.AimbotSection, t.AimbotDesc)
(ToggleAim, t.AimbotToggle)
(ToggleHead, t.AimHead)
(ToggleClosest, t.AimClosest)
(ToggleWallbang, t.Wallbang)
(FOVSec, t.FOVSection, t.FOVDesc)
(SliderFOV, t.FOVSize)
(ESPSec, t.ESPSection, t.ESPDesc)
(ToggleESP, t.ESPToggle)
(ToggleThroughWalls, t.ThroughWalls)
(SettingsTab, t.SettingsTab)
(ThemeSec, t.ThemeSection)
(ThemeDropdown, t.SelectTheme)
(LangSec, t.LangSection)
LangDropdown (LangDropdown, t.SelectLang)
LangDropdown = SettingsTab:({
Title = Translations[].SelectLang,
Values = { , },
Value = ,
Callback = (selected)
(selected)
})
_, p (Players:())
(p)
Players.PlayerAdded:((newplr)
(newplr)
)
RS.RenderStepped:(()
mid = .(Camera.ViewportSize.X/, Camera.ViewportSize.Y/)
CurrentLock, TargetPart = ()
circ.Visible = State.AimEnabled
circ.Visible
circ.Size = .(State.AimFOV * , State.AimFOV * )
circ.Position = .(mid.X, mid.Y)
State.AimEnabled CurrentLock TargetPart
Camera.CFrame = .(Camera.CFrame.Position, TargetPart.Position)
)Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: github.com.
- aimbot and aimbot plugin - esp and esp plugin

Universal