Run it
Copy the script and paste it into your executor.
Players = :()
RunService = :()
UserInputService = :()
TweenService = :()
LocalPlayer = Players.LocalPlayer
Character = LocalPlayer.Character LocalPlayer.CharacterAdded:()
Humanoid = Character:()
LOCK_KEY = .KeyCode.E
LOCK_PART =
SMOOTHNESS =
MAX_DISTANCE =
BASE_PREDICTION =
MIN_PREDICTION =
MAX_PREDICTION =
BULLET_SPEED =
PREDICTION_ADJUST_SPEED =
RainbowColors = {
.(, , ),
.(, , ),
.(, , ),
.(, , ),
.(, , ),
.(, , ),
.(, , ),
.(, , ),
}
Target =
Locked =
Highlight
LastTargetPositions = {}
TargetSpeedHistory = {}
CurrentPrediction = BASE_PREDICTION
currentColorIndex =
colorTransitionTime =
lastColorChange =
()
LocalPlayer.CharacterAdded:((newChar)
Character = newChar
Humanoid = newChar:()
Locked =
Target =
Highlight
Highlight:()
Highlight =
)
()
(dt)
Highlight
lastColorChange = lastColorChange + dt
lastColorChange >= colorTransitionTime
lastColorChange =
currentColorIndex = currentColorIndex % #RainbowColors +
nextColorIndex = currentColorIndex % #RainbowColors +
tweenInfo = TweenInfo.(
colorTransitionTime,
.EasingStyle.Linear,
.EasingDirection.InOut
)
tween = TweenService:(Highlight, tweenInfo, {
FillColor = RainbowColors[nextColorIndex],
OutlineColor = RainbowColors[nextColorIndex]
})
tween:()
(player)
Highlight Highlight:()
player player.Character
Highlight = .()
Highlight.Adornee = player.Character
Highlight.FillColor = RainbowColors[]
Highlight.OutlineColor = RainbowColors[]
Highlight.FillTransparency =
Highlight.Parent = player.Character
lastColorChange =
currentColorIndex =
()
Character Character:()
closestPlayer =
shortestDistance = .huge
_, player (Players:())
player ~= LocalPlayer player.Character
targetHRP = player.Character:(LOCK_PART)
targetHRP
distance = (Character.HumanoidRootPart.Position - targetHRP.Position).Magnitude
distance < shortestDistance distance <= MAX_DISTANCE
shortestDistance = distance
closestPlayer = player
closestPlayer
(targetHRP)
targetHRP
currentTime = ()
TargetSpeedHistory[targetHRP] = TargetSpeedHistory[targetHRP] {}
.(TargetSpeedHistory[targetHRP], {
time = currentTime,
position = targetHRP.Position
})
#TargetSpeedHistory[targetHRP] >
.(TargetSpeedHistory[targetHRP], )
#TargetSpeedHistory[targetHRP] >=
oldest = TargetSpeedHistory[targetHRP][]
newest = TargetSpeedHistory[targetHRP][#TargetSpeedHistory[targetHRP]]
timeDiff = newest.time - oldest.time
timeDiff >
velocity = (newest.position - oldest.position) / timeDiff
velocity.Magnitude
(targetSpeed)
normalizedSpeed = .(targetSpeed / , , )
targetPrediction = BASE_PREDICTION * ( + normalizedSpeed * )
CurrentPrediction = CurrentPrediction + (targetPrediction - CurrentPrediction) * PREDICTION_ADJUST_SPEED * RunService.Heartbeat:()
CurrentPrediction = .(CurrentPrediction, MIN_PREDICTION, MAX_PREDICTION)
CurrentPrediction
(targetHRP)
targetHRP targetHRP.Position
currentTime = ()
LastTargetPositions[targetHRP] = LastTargetPositions[targetHRP] {}
.(LastTargetPositions[targetHRP], {
time = currentTime,
position = targetHRP.Position
})
#LastTargetPositions[targetHRP] >
.(LastTargetPositions[targetHRP], )
#LastTargetPositions[targetHRP] >=
oldest = LastTargetPositions[targetHRP][]
newest = LastTargetPositions[targetHRP][#LastTargetPositions[targetHRP]]
timeDiff = newest.time - oldest.time
timeDiff >
velocity = (newest.position - oldest.position) / timeDiff
targetSpeed = velocity.Magnitude
dynamicPrediction = (targetSpeed)
distance = (targetHRP.Position - Character.HumanoidRootPart.Position).Magnitude
timeToTarget = distance / BULLET_SPEED
targetHRP.Position + (velocity * timeToTarget * dynamicPrediction)
targetHRP.Position
(targetHRP)
Character Character:()
predictedPosition = (targetHRP)
hrp = Character.HumanoidRootPart
direction = (predictedPosition - hrp.Position).Unit
goalCFrame = .(hrp.Position, hrp.Position + .(direction.X, , direction.Z))
SMOOTHNESS >=
hrp.CFrame = goalCFrame
hrp.CFrame = hrp.CFrame:(goalCFrame, - SMOOTHNESS)
UserInputService.InputBegan:((input, gameProcessed)
gameProcessed
input.KeyCode == LOCK_KEY
Locked = Locked
Target = Locked ()
(Target)
)
lastUpdate = ()
RunService.Heartbeat:(()
currentTime = ()
deltaTime = currentTime - lastUpdate
lastUpdate = currentTime
Highlight
(deltaTime)
Character Character:()
Target Target.Character
targetPart = Target.Character:(LOCK_PART)
targetPart
(targetPart)
Target =
)
UserInputService.MouseBehavior == .MouseBehavior.LockCenter
UserInputService.MouseBehavior = .MouseBehavior.Default
StarterGui = :()
(title, text, duration)
StarterGui:(, {
Title = title ,
Text = text ,
Duration = duration ,
Icon =
})
(, ..LOCK_KEY.Name.., )
(, , )Works only on Pc Version 1.1 beta (Possible bugs) This aimbot makes your character face the selected player when you press the E button.

Universal