Run it
Copy the script and paste it into your executor.
manipEnabled =
Players = :()
UserInputService = :()
Camera = .CurrentCamera
lp = Players.LocalPlayer
(from, to)
(to - from).Unit
()
screenSize = Camera.ViewportSize
screenCenter = .(screenSize.X / , screenSize.Y / )
closestPlayer =
closestDistance = .huge
_, player (Players:())
player ~= lp
character = player.Character
character
humanoid = character:()
rootPart = character:()
humanoid rootPart humanoid.Health >
pos, onScreen = Camera:(rootPart.Position)
onScreen
distance = (.(pos.X, pos.Y) - screenCenter).Magnitude
distance < closestDistance
closestDistance = distance
closestHead = rootPart
closestHead.Position
gc = ()
_,v (gc)
(v) ~=
debug.(v).name ==
()
old; old = (v, ()
)
i =
_,v (gc)
(v) ~=
(v, )
old; old = (v.applyRecoil, ()
)
(v, ) (v.fire) ==
info = debug.(v.fire)
info.source:() ~=
old; old = (v.fire, (...)
args = {...}
args[] ==
(...)
target = ()
newpos = lp.Character.Head.Position
manipEnabled
args[][] = .Players.LocalPlayer.Character.Head.Position
newpos = target + .(, , )
args[][] = newpos
i,dir (args[][])
args[][][i] = (newpos, target)
((args))
)
IMPORTANT: change the manipEnabled variable at the top to false for normal silent aim made this in like 20 minutes because i was bored, likely wont be maintained works on any gun, as well as grenade launchers, not grenades though shoot people through walls, or just normal silent aim. shotguns are laser beams. there IS a no camera recoil, im just too lazy to reapply it after each respawn so it only works after the first execute :)