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Copy the script and paste it into your executor.
Rayfield = (:())()
Window = Rayfield:({
Name = ,
LoadingTitle = ,
LoadingSubtitle = ,
Theme = ,
DisableRayfieldPrompts = ,
DisableBuildWarnings = ,
ConfigurationSaving = { Enabled = },
KeySystem = ,
})
Players = :()
RunService = :()
UserInputService = :()
Lighting = :()
ProximityPromptService = :()
LP = Players.LocalPlayer
Camera = .CurrentCamera
_S = (.(, ))
T_PESP = .. _S
T_AESP = .. _S
T_HIGH = .. _S
Cfg = {
AimPlayers = ,
AimAnimals = ,
WallCheck = ,
TeamCheck = ,
Prediction = ,
FOV = ,
ShowFOV = ,
SilentAim = ,
SilentSpeed = ,
ShowName = ,
ShowHP = ,
ShowBox = ,
ShowRole = ,
ShowDist = ,
CowboyColor = .(, , ),
OutlawColor = .(, , ),
AnimalESP = ,
AnimalDist = ,
AnimalColor = .(, , ),
LegendColor = .(, , ),
ShowAnimalHP = ,
FullBright = ,
TPWalk = ,
TPSpeed = ,
AntiRagdoll = ,
NoFallDmg = ,
RobAura = ,
TextSize = ,
}
FOVCircle = .()
FOVCircle.Thickness =
FOVCircle.Color = .(, , )
FOVCircle.Filled =
FOVCircle.Transparency =
FOVCircle.Visible =
TabCombat = Window:(, )
TabVisuals = Window:(, )
TabWorld = Window:(, )
() LP.Character
(obj)
obj
obj:() obj
obj:()
obj.PrimaryPart
obj:()
obj:()
(pos)
c = ()
c c:()
.((c.HumanoidRootPart.Position - pos).Magnitude)
(player)
player.Team player.Team.Name
(player)
Cfg.TeamCheck
myTeam = LP.Team LP.Team.Name
theirTeam = (player)
myTeam ~= myTeam == theirTeam
(part)
part
c = ()
c c:()
origin = Camera.CFrame.Position
dir = part.Position - origin
params = RaycastParams.()
params.FilterDescendantsInstances = {c, Camera}
params.FilterType = .RaycastFilterType.Exclude
params.IgnoreWater =
result = :(origin, dir, params)
result
result.Instance:(part.Parent)
(part)
Cfg.Prediction part.Position
vel = part.AssemblyLinearVelocity
dist = (part.Position)
part.Position + vel * (dist / )
(name)
name:(, ):(, )
ANIMAL_DISPLAY = {
Fox = ,
BlackBear = ,
DeerFawn = ,
LegendaryCoyote = ,
Bison = ,
MooseCow = ,
Coyote = ,
Wolf = ,
DeerBuck = ,
GrizzlyBear = ,
DireWolf = ,
LegendaryBlackBear = ,
LegendaryGrizzly = ,
LegendaryDireWolf = ,
LegendaryWolf = ,
LegendaryFox = ,
LegendaryBison = ,
LegendaryMoose = ,
NPC = ,
Goose = ,
}
(obj)
stripped = (obj.Name)
ANIMAL_DISPLAY[stripped] stripped
(obj)
(obj.Name):() ~=
(rootPart, tag, text, color, show)
rootPart rootPart.Parent
bb = rootPart:(tag)
show
bb
bb = .()
bb.Name = tag
bb.Adornee = rootPart
bb.AlwaysOnTop =
bb.Size = .(, , , )
bb.StudsOffset = .(, , )
bb.Parent = rootPart
lbl = .(, bb)
lbl.Name =
lbl.BackgroundTransparency =
lbl.Size = .(, , , )
lbl.TextStrokeTransparency =
lbl.TextStrokeColor3 = .(, , )
lbl.Font = .Font.SourceSansBold
lbl.TextXAlignment = .TextXAlignment.Center
lbl.TextYAlignment = .TextYAlignment.Center
lbl.TextWrapped =
lbl = bb:()
lbl
lbl.TextSize = Cfg.TextSize
lbl.TextColor3 = color
lbl.Text = text
bb bb:()
(char)
char
_, tag ({T_PESP, T_HIGH})
o = char:(tag, )
o o:()
(p)
p == LP
p.CharacterRemoving:(CleanESP)
p.CharacterAdded:((char)
.()
(char)
)
Players.PlayerAdded:(HookPlayer)
_, p (Players:()) (p)
()
best =
bestMag = Cfg.FOV
center = .(Camera.ViewportSize.X / , Camera.ViewportSize.Y / )
Cfg.AimPlayers
_, p (Players:())
p == LP
(p)
c = p.Character
c
head = c:()
hum = c:()
head hum hum.Health <=
Cfg.WallCheck (head)
pos, vis = Camera:((head))
vis
mag = (.(pos.X, pos.Y) - center).Magnitude
mag < bestMag
bestMag = mag
best = head
Cfg.AimAnimals
folder = :()
folder
_, v (folder:())
v:()
hum = v:()
hum hum.Health <=
rp = (v)
rp
Cfg.WallCheck (rp)
pos, vis = Camera:((rp))
vis
mag = (.(pos.X, pos.Y) - center).Magnitude
mag < bestMag
bestMag = mag
best = rp
_, v (:())
v.Name == v:()
hum = v:()
hum hum.Health <=
rp = (v)
rp
Cfg.WallCheck (rp)
pos, vis = Camera:((rp))
vis
mag = (.(pos.X, pos.Y) - center).Magnitude
mag < bestMag
bestMag = mag
best = rp
best
.(()
.()
Cfg.AnimalESP
folder = :()
folder
_, v (folder:())
v:()
rp = (v)
rp
hum = v:()
dist = (rp.Position)
dist > Cfg.AnimalDist
b = rp:(T_AESP)
b b:()
isLeg = (v)
color = isLeg Cfg.LegendColor Cfg.AnimalColor
name = (v)
dead = hum hum.Health <=
lines = {name}
dead
lines[] = name ..
hum Cfg.ShowAnimalHP
.(lines, .. .(hum.Health) .. .. .(hum.MaxHealth))
Cfg.ShowDist
.(lines, dist .. )
(rp, T_AESP, .(lines, ), color, )
)
ragdollConn
()
c = ()
c
rv = c:()
rv rv:()
rv.Value =
ragdollConn = rv:():(()
rv.Value == rv.Value =
)
()
ragdollConn ragdollConn:(); ragdollConn =
fallConn
()
c = ()
c
hum = c:()
hum
hum:(.HumanoidStateType.FallingDown, )
hum:(.HumanoidStateType.Freefall, )
fallConn = hum.StateChanged:((old, new)
new == .HumanoidStateType.Freefall
new == .HumanoidStateType.FallingDown
hum:(.HumanoidStateType.Jumping)
)
()
fallConn fallConn:(); fallConn =
c = ()
c
hum = c:()
hum
hum:(.HumanoidStateType.FallingDown, )
hum:(.HumanoidStateType.Freefall, )
LP.CharacterAdded:(()
.()
Cfg.AntiRagdoll ()
Cfg.NoFallDmg ()
)
Mouse = LP:()
()
best, bestMag = , Cfg.FOV
center = .(Camera.ViewportSize.X / , Camera.ViewportSize.Y / )
_, p (Players:())
p == LP
(p)
c = p.Character
c
head = c:()
hum = c:()
head hum hum.Health <=
pos, vis = Camera:(head.Position)
vis
mag = (.(pos.X, pos.Y) - center).Magnitude
mag < bestMag bestMag = mag; best = head
folder = :()
folder
_, v (folder:())
v:()
hum = v:()
hum hum.Health <=
rp = (v)
rp
pos, vis = Camera:(rp.Position)
vis
mag = (.(pos.X, pos.Y) - center).Magnitude
mag < bestMag bestMag = mag; best = rp
best
.(()
GunScripts = :():(, )
GunScripts
CreateShotModule = GunScripts:(, )
CreateShotModule
ok, mod = (, CreateShotModule)
ok (mod) ~=
origCreateShot = mod.CreateShot
origCreateShot
mod.CreateShot = ((self, data)
Cfg.SilentAim data data.cframe
t = ()
t
tPos = (t)
origin = data.cframe.Position
data.cframe = .(origin, tPos)
(self, data)
)
)
RunService.RenderStepped:((dt)
FOVCircle.Visible = Cfg.ShowFOV
FOVCircle.Radius = Cfg.FOV
FOVCircle.Position = .(Camera.ViewportSize.X / , Camera.ViewportSize.Y / )
target = ()
target (Cfg.AimPlayers Cfg.AimAnimals)
tPos = (target)
UserInputService:(.UserInputType.MouseButton2)
Camera.CFrame = .(Camera.CFrame.Position, tPos)
Cfg.FullBright
Lighting.ClockTime =
Lighting.Brightness =
Lighting.GlobalShadows =
Lighting.FogEnd =
Cfg.TPWalk
c = ()
c
hum = c:()
hrp = c:()
hum hrp hum.MoveDirection.Magnitude >
hrp.CFrame = hrp.CFrame + hum.MoveDirection * Cfg.TPSpeed * dt *
_, p (Players:())
p == LP
c = p.Character
c
hum = c:()
head = c:()
hrp = c:()
rp = head hrp
rp hum hum.Health >
teamName = (p)
isOutlaw = teamName ==
col = isOutlaw Cfg.OutlawColor Cfg.CowboyColor
showText = Cfg.ShowName Cfg.ShowHP Cfg.ShowRole Cfg.ShowDist
lines = {}
Cfg.ShowName .(lines, p.Name)
Cfg.ShowRole
badge = isOutlaw
.(lines, badge)
Cfg.ShowHP
.(lines, .. .(hum.Health) .. .. .(hum.MaxHealth))
Cfg.ShowDist
.(lines, (rp.Position) .. )
(rp, T_PESP, .(lines, ), col, showText)
hl = c:(T_HIGH)
Cfg.ShowBox
hl
hl = .()
hl.Name = T_HIGH
hl.Parent = c
hl.FillColor = col
hl.FillTransparency =
hl.OutlineColor = .(, , )
hl.OutlineTransparency =
hl
hl:()
(c)
)
ProximityPromptService.PromptShown:((prompt)
Cfg.RobAura
action = prompt.ActionText:()
obj = prompt.ObjectText:()
both = action .. obj
robKW = {, , , , , , , , }
_, kw (robKW)
both:(kw)
prompt.HoldDuration =
(, prompt)
)
TabCombat:()
TabCombat:({
Name = , CurrentValue = , Flag = ,
Callback = (v) Cfg.AimPlayers = v ,
})
TabCombat:({
Name = , CurrentValue = , Flag = ,
Callback = (v) Cfg.AimAnimals = v ,
})
TabCombat:({
Name = , CurrentValue = , Flag = ,
Callback = (v) Cfg.TeamCheck = v ,
})
TabCombat:({
Name = , CurrentValue = , Flag = ,
Callback = (v) Cfg.WallCheck = v ,
})
TabCombat:({
Name = , CurrentValue = , Flag = ,
Callback = (v) Cfg.Prediction = v ,
})
TabCombat:({
Name = , Range = {, }, Increment = ,
CurrentValue = , Flag = ,
Callback = (v) Cfg.FOV = v ,
})
TabCombat:({
Name = , CurrentValue = , Flag = ,
Callback = (v) Cfg.ShowFOV = v ,
})
TabCombat:()
TabCombat:({
Name = , CurrentValue = , Flag = ,
Callback = (v) Cfg.SilentAim = v ,
})
TabVisuals:()
TabVisuals:({
Name = , CurrentValue = , Flag = ,
Callback = (v) Cfg.ShowName = v ,
})
TabVisuals:({
Name = , CurrentValue = , Flag = ,
Callback = (v) Cfg.ShowHP = v ,
})
TabVisuals:({
Name = , CurrentValue = , Flag = ,
Callback = (v) Cfg.ShowRole = v ,
})
TabVisuals:({
Name = , CurrentValue = , Flag = ,
Callback = (v) Cfg.ShowDist = v ,
})
TabVisuals:({
Name = , CurrentValue = , Flag = ,
Callback = (v) Cfg.ShowBox = v ,
})
TabVisuals:({
Name = , Color = Cfg.CowboyColor, Flag = ,
Callback = (v) Cfg.CowboyColor = v ,
})
TabVisuals:({
Name = , Color = Cfg.OutlawColor, Flag = ,
Callback = (v) Cfg.OutlawColor = v ,
})
TabVisuals:()
TabVisuals:({
Name = , CurrentValue = , Flag = ,
Callback = (v)
Cfg.AnimalESP = v
v
folder = :()
folder
_, obj (folder:())
rp = (obj)
rp
b = rp:(T_AESP)
b b:()
,
})
TabVisuals:({
Name = , CurrentValue = , Flag = ,
Callback = (v) Cfg.ShowAnimalHP = v ,
})
TabVisuals:({
Name = , Range = {, }, Increment = ,
CurrentValue = , Flag = ,
Callback = (v) Cfg.AnimalDist = v ,
})
TabVisuals:({
Name = , Color = Cfg.AnimalColor, Flag = ,
Callback = (v) Cfg.AnimalColor = v ,
})
TabVisuals:({
Name = , Color = Cfg.LegendColor, Flag = ,
Callback = (v) Cfg.LegendColor = v ,
})
TabVisuals:()
TabVisuals:({
Name = , Range = {, }, Increment = ,
CurrentValue = , Flag = ,
Callback = (v) Cfg.TextSize = v ,
})
TabWorld:()
TabWorld:({
Name = , CurrentValue = , Flag = ,
Callback = (v) Cfg.TPWalk = v ,
})
TabWorld:({
Name = , Range = {, }, Increment = ,
CurrentValue = , Flag = ,
Callback = (v) Cfg.TPSpeed = v ,
})
TabWorld:({
Name = , CurrentValue = , Flag = ,
Callback = (v)
Cfg.AntiRagdoll = v
v () ()
,
})
TabWorld:({
Name = , CurrentValue = , Flag = ,
Callback = (v)
Cfg.NoFallDmg = v
v () ()
,
})
TabWorld:()
TabWorld:({
Name = , CurrentValue = , Flag = ,
Callback = (v)
Cfg.FullBright = v
v
Lighting.ClockTime =
Lighting.Brightness =
Lighting.GlobalShadows =
Lighting.FogEnd =
,
})
TabWorld:()
TabWorld:({
Name = , CurrentValue = , Flag = ,
Callback = (v) Cfg.RobAura = v ,
})
Rayfield:({
Title = ,
Content = ,
Duration = ,
})Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: sirius.menu.
DO NOT SKID PLEASE I WORKED HARD ON THIS AND STILL AM WORKING ON IT Combot : AIMBOT RIGHT MOUSE BUTTON TO LOCK ON SILENTAIM (WIP) ESP ANTI FALL DAMAGE (WIP) ESP ANIMALS LOCK ON TO ANIMALS AND MORE.......

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