Run it
Copy the script and paste it into your executor.
.Status =
()
getinfo = getinfo debug.getinfo
DEBUG =
Hooked = {}
Detected, Kill
()
i, v (())
(v) ==
DetectFunc = (v, )
KillFunc = (v, )
(DetectFunc) == Detected
Detected = DetectFunc
Old; Old = (DetectFunc, (Action, Info, NoCrash)
Action ~=
DEBUG
()
)
.(Hooked, DetectFunc)
(v, ) (v, ) (KillFunc) == Kill
Kill = KillFunc
Old; Old = (KillFunc, (Info)
DEBUG
()
)
.(Hooked, KillFunc)
Old; Old = (().debug.info, ((...)
LevelOrFunc, Info = ...
Detected LevelOrFunc == Detected
DEBUG
()
.()
(...)
))
()
()
UILibrary = (:())()
ui = UILibrary.({
Info = ,
discordURL = ,
FileName =
})
()
Players = :()
RunService = :()
UserInputService = :()
Workspace = :()
GuiService = :()
player = Players.LocalPlayer
Camera = Workspace.CurrentCamera
Aimbot = {
Enabled = ,
ShowFOV = ,
FieldOfView = ,
Smoothness = ,
TargetPart = ,
UseFOVLimit = ,
PlayerExceptions = {}
}
().ForceMouseUnlock =
().SilentAim = {
Enabled = ,
Prediction = ,
TargetPart = ,
HealthCheck = ,
PassiveCheck = ,
WallCheck = ,
Kent = ,
FOV = {
Radius = ,
Visible = ,
Color = .(, , )
},
ToggleKey = ,
DynamicPrediction = ,
FlashPartNames = {, , , },
UseFlashPart = ,
IgnoreTransparent = ,
IgnoreNonCollidable = ,
Tracer = {
Enabled = ,
Color = .(, , ),
Thickness =
}
}
MOD_CONFIG = {
PerfectAccuracy = {
params = {},
active_value = ,
default_value = ,
display_name =
},
NoRecoil = {
params = {, },
active_value = ,
default_value = ,
display_name =
},
InsatntEquip = {
params = {},
active_value = ,
default_value = ,
display_name =
},
PerfectFirerate = {
params = {},
active_value = ,
default_value = ,
display_name =
},
ReloadSpeed = {
params = {, },
active_value = ,
default_value = ,
display_name =
},
NoAimSway = {
params = {},
active_value = ,
default_value = ,
display_name =
},
FastAiming = {
params = {},
active_value = ,
default_value = ,
display_name =
}
}
ModStates = {
AutoApply = ,
CheckNewItems =
}
modName (MOD_CONFIG)
ModStates[modName] =
OriginalValues = {}
TrackedTools = {}
AuraSystem = {
MedkitAura = {
Enabled = ,
HealRate = ,
TargetPlayers = {},
Running =
},
WrenchAura = {
Enabled = ,
HealRate = ,
TargetPlayers = {},
Running =
},
PickaxeAura = {
Enabled = ,
AttackRate = ,
ExcludedPlayers = {},
Running =
}
}
CurrentTarget =
IsMouseHeld =
AimConnection =
FOVCircle =
AutoAcquireConnection =
Mouse = player:()
CurrentCamera = .CurrentCamera
InsetY = GuiService:().Y
SilentAimFOVCircle, TargetDot, CenterDot, TracerLine
IsTargeting =
Target
originalIndex
lastWallCheck =
wallCheckCache = {}
RunService = :()
UserInputService = :()
player = Players.LocalPlayer
Workspace = :()
player = Players.LocalPlayer
Camera = Workspace.CurrentCamera
isEnabled =
connections = {}
mainLoopActive =
()
tools = {}
backpack = player:()
backpack
_, item (backpack:())
item:()
.(tools, item)
player.Character
_, item (player.Character:())
item:()
.(tools, item)
tools
(tool)
tool
playerFolder = :(player.Name)
playerFolder
weapon = playerFolder:(tool.Name, )
weapon
(weapon)
weapon
weapon:()
weapon.GunScript:()
(weapon)
weapon weapon:()
gunScript = weapon.GunScript
gunScript:()
ammo = gunScript.ClientAmmo
originalValue = ammo.Value
connection = ammo.Changed:(()
ammo.Value ~= originalValue
ammo.Value = originalValue
)
.(connections, connection)
ammo.Value = originalValue
(character)
character
_, tool (character:())
tool:()
weapon = (tool)
weapon
reloadEvent = weapon:()
reloadEvent
(args)
reloadEvent:((args, , .(args)))
({[] = })
({[] = , [] = })
({[] = , [] = })
({[] = , [] = })
()
_, connection (connections)
connection:()
connections = {}
(character)
character
_, tool (character:())
tool:()
weapon = (tool)
weapon
(weapon)
(weapon)
(character)
()
isEnabled
character = player.Character player.CharacterAdded:()
(character)
.()
(tool)
tool tool:()
attachmentFolder = tool:()
attachmentFolder
innerTool = attachmentFolder:() .()
innerTool.Name =
innerTool.Parent = attachmentFolder
innerTool:()
isAttachment = .()
isAttachment.Name =
isAttachment.Value =
isAttachment.Parent = innerTool
innerTool:()
weight = .()
weight.Name =
weight.Value =
weight.Parent = innerTool
originalWeight = .()
originalWeight.Name =
originalWeight.Value =
originalWeight.Parent = weight
statsFolder = innerTool:() .()
statsFolder.Name =
statsFolder.Parent = innerTool
(tool)
(tool)
innerTool = tool.AttachmentFolder:()
innerTool
statsFolder = innerTool:()
statsFolder
modName, config (MOD_CONFIG)
_, paramName (config.params)
OriginalValues[tool] OriginalValues[tool] = {}
OriginalValues[tool][paramName] ==
currentValue = statsFolder:(paramName)
OriginalValues[tool][paramName] = currentValue currentValue.Value config.default_value
valueToSet = ModStates[modName] config.active_value OriginalValues[tool][paramName]
param = statsFolder:(paramName) .()
param.Name = paramName
param.Value = valueToSet
param.Parent = statsFolder
()
tools = {}
player.Character
_, item (player.Character:())
item:() item:()
.(tools, item)
backpack = player:()
backpack
_, item (backpack:())
item:() item:()
.(tools, item)
tools
()
_, tool (())
(tool)
()
ModStates.CheckNewItems ModStates.AutoApply
currentTools = ()
newToolsFound =
_, tool (currentTools)
TrackedTools[tool]
TrackedTools[tool] =
newToolsFound =
newToolsFound
()
tool (TrackedTools)
tool:()
TrackedTools[tool] =
()
playerNames = {}
_, p (Players:())
p ~= player
.(playerNames, p.Name)
playerNames
()
FOVCircle
FOVCircle:()
FOVCircle =
Aimbot.ShowFOV Aimbot.Enabled
FOVCircle = .()
FOVCircle.Visible =
FOVCircle.Radius = Aimbot.FieldOfView
FOVCircle.Color = .(, , )
FOVCircle.Thickness =
FOVCircle.Filled =
FOVCircle.Transparency =
FOVCircle.Position = .(Camera.ViewportSize.X / , Camera.ViewportSize.Y / )
(player)
player player.Character
(character)
character character:()
(character)
character
part = character:(Aimbot.TargetPart)
part part
alternatives = {, , , }
_, altPart (alternatives)
part = character:(altPart)
part part
(character)
humanoid = (character)
humanoid humanoid.Health >
(targetScreenPos)
Aimbot.UseFOVLimit
screenCenter = .(Camera.ViewportSize.X / , Camera.ViewportSize.Y / )
distance = (targetScreenPos - screenCenter).Magnitude
distance <= Aimbot.FieldOfView
()
targets = {}
_, p (Players:())
p == player
Aimbot.PlayerExceptions[p.Name] ==
character = (p)
character
(character)
aimPart = (character)
aimPart
screenPoint, onScreen = Camera:(aimPart.Position)
onScreen
screenPos = .(screenPoint.X, screenPoint.Y)
screenCenter = .(Camera.ViewportSize.X / , Camera.ViewportSize.Y / )
screenDistance = (screenPos - screenCenter).Magnitude
(screenPos)
targetData = {
Player = p,
Character = character,
AimPart = aimPart,
ScreenDistance = screenDistance,
ScreenPosition = screenPos
}
.(targets, targetData)
targets
()
targets = ()
bestTarget =
closestFOV = Aimbot.FieldOfView
_, target (targets)
target.ScreenDistance < closestFOV
closestFOV = target.ScreenDistance
bestTarget = target
bestTarget
(targetPosition)
currentCFrame = Camera.CFrame
targetDirection = (targetPosition - currentCFrame.Position).Unit
targetCFrame = .(currentCFrame.Position, currentCFrame.Position + targetDirection)
smoothFactor = .(Aimbot.Smoothness, )
newCFrame = currentCFrame:(targetCFrame, / smoothFactor)
Camera.CFrame = newCFrame
(targetPosition)
currentPosition = Camera.CFrame.Position
targetDirection = (targetPosition - currentPosition).Unit
Camera.CFrame = .(currentPosition, currentPosition + targetDirection)
()
Aimbot.Enabled CurrentTarget
character = (CurrentTarget.Player)
character (character)
()
aimPart = (character)
aimPart
()
Aimbot.Smoothness >
(aimPart.Position)
(aimPart.Position)
()
Aimbot.Enabled
target = ()
target
CurrentTarget = target
AimConnection
AimConnection:()
AimConnection = RunService.RenderStepped:(()
CurrentTarget
()
()
)
()
CurrentTarget =
AimConnection
AimConnection:()
AimConnection =
()
IsMouseHeld
AutoAcquireConnection
AutoAcquireConnection:()
AutoAcquireConnection = RunService.Heartbeat:(()
IsMouseHeld CurrentTarget
target = ()
target
CurrentTarget = target
AimConnection
AimConnection:()
AimConnection = RunService.RenderStepped:(()
CurrentTarget
()
()
)
)
()
AutoAcquireConnection
AutoAcquireConnection:()
AutoAcquireConnection =
()
SilentAimFOVCircle SilentAimFOVCircle = .()
TargetDot TargetDot = .()
CenterDot CenterDot = .()
TracerLine TracerLine = .()
SilentAimFOVCircle
SilentAimFOVCircle.Visible = SilentAim.FOV.Visible
SilentAimFOVCircle.Transparency =
SilentAimFOVCircle.Thickness =
SilentAimFOVCircle.Filled =
SilentAimFOVCircle.Radius = SilentAim.FOV.Radius
SilentAimFOVCircle.Color = SilentAim.FOV.Color
TargetDot
TargetDot.Visible =
TargetDot.Transparency =
TargetDot.Thickness =
TargetDot.Filled =
TargetDot.Radius =
TargetDot.Color = .(, , )
CenterDot
CenterDot.Visible = SilentAim.FOV.Visible
CenterDot.Transparency =
CenterDot.Thickness =
CenterDot.Filled =
CenterDot.Radius =
CenterDot.Color = .(, , )
TracerLine
TracerLine.Visible =
TracerLine.Transparency =
TracerLine.Thickness = SilentAim.Tracer.Thickness
TracerLine.Color = SilentAim.Tracer.Color
()
player player.Character
tool = player.Character:()
tool
_, name (SilentAim.FlashPartNames)
flash = tool:(name) tool:(name, )
flash flash:()
flash
handle = tool:()
handle handle:()
handle
(character)
character character:() ~=
(character)
character
humanoid = character:()
humanoid
humanoid.Health <=
()
player player.Character
tool = player.Character:() player.Character:()
tool
tool:() ~=
()
CurrentCamera .(, )
viewportSize = CurrentCamera.ViewportSize
.(viewportSize.X/, viewportSize.Y/)
(targetPart)
targetPart SilentAim.Prediction
basePrediction = SilentAim.Prediction
velocity = targetPart.Velocity.Magnitude
velocity <
basePrediction *
velocity >
basePrediction *
basePrediction * ( + velocity/)
(origin, destination)
SilentAim.WallCheck
cacheKey = (origin)..(destination)
wallCheckCache[cacheKey] () - lastWallCheck <
wallCheckCache[cacheKey]
direction = (destination - origin)
distance = direction.Magnitude
direction = direction.Unit
raycastParams = RaycastParams.()
raycastParams.FilterType = .RaycastFilterType.Blacklist
raycastParams.FilterDescendantsInstances = {player.Character, CurrentCamera}
raycastParams.IgnoreWater =
raycastResult = :(origin, direction * distance, raycastParams)
raycastResult
wallCheckCache[cacheKey] =
lastWallCheck = ()
hitPart = raycastResult.Instance
hitPart
wallCheckCache[cacheKey] =
lastWallCheck = ()
hitPart.CanCollide ==
wallCheckCache[cacheKey] =
lastWallCheck = ()
transparency = hitPart.Transparency
transparency >
wallCheckCache[cacheKey] =
lastWallCheck = ()
texture = hitPart:()
texture (texture.Transparency > )
wallCheckCache[cacheKey] =
lastWallCheck = ()
material = hitPart.Material
material == .Material.Glass material == .Material.ForceField
wallCheckCache[cacheKey] =
lastWallCheck = ()
wallCheckCache[cacheKey] =
lastWallCheck = ()
()
SilentAim.Enabled Players player
flashPart = ()
origin = flashPart flashPart.Position (CurrentCamera CurrentCamera.CFrame.Position .())
bestTarget =
closestDistance = .huge
screenCenter = ()
_, p (Players:())
p == player
SilentAim.Kent (p)
character = p.Character
character
SilentAim.PassiveCheck (character)
humanoid = character:()
humanoid humanoid.Health <=
SilentAim.HealthCheck humanoid.Health <=
targetPart = character:(SilentAim.TargetPart)
targetPart
prediction = (targetPart)
predictedPosition = targetPart.Position + (targetPart.Velocity * prediction)
(origin, predictedPosition)
screenPos, onScreen = CurrentCamera:(predictedPosition)
onScreen
targetPos = .(screenPos.X, screenPos.Y)
distance = (targetPos - screenCenter).Magnitude
distance < (SilentAimFOVCircle SilentAimFOVCircle.Radius ) distance < closestDistance
closestDistance = distance
bestTarget = {
Player = p,
Part = targetPart,
Distance = distance,
PredictedPosition = predictedPosition,
FlashPosition = origin
}
IsTargeting = bestTarget ~=
bestTarget
()
SilentAimFOVCircle TargetDot CenterDot TracerLine
center = ()
SilentAimFOVCircle SilentAimFOVCircle.Position = center
TargetDot TargetDot.Position = center
CenterDot CenterDot.Position = center
SilentAimFOVCircle SilentAimFOVCircle.Visible = SilentAim.Enabled SilentAim.FOV.Visible
CenterDot CenterDot.Visible = SilentAim.Enabled SilentAim.FOV.Visible
TargetDot TargetDot.Visible = SilentAim.Enabled IsTargeting
SilentAim.Tracer.Enabled IsTargeting SilentAim.Enabled
targetData = ()
targetData
screenPos = CurrentCamera:(targetData.PredictedPosition)
TracerLine.From = center
TracerLine.To = .(screenPos.X, screenPos.Y)
TracerLine.Visible =
TracerLine.Visible =
TracerLine.Visible =
(targetPlayer)
AuraSystem.MedkitAura.TargetPlayers
#AuraSystem.MedkitAura.TargetPlayers ==
.(AuraSystem.MedkitAura.TargetPlayers, targetPlayer.Name) ~=
()
AuraSystem.MedkitAura.Running
AuraSystem.MedkitAura.Running =
.(()
AuraSystem.MedkitAura.Running
AuraSystem.MedkitAura.Enabled
_, targetPlayer (Players:())
targetPlayer ~= player targetPlayer.Character
(targetPlayer)
character = targetPlayer.Character
medkit = player.Character player.Character:()
medkit medkit:()
args = {, character}
medkit.ActionMain:((args))
AuraSystem.MedkitAura.HealRate ==
()
(AuraSystem.MedkitAura.HealRate / )
)()
()
AuraSystem.MedkitAura.Running =
(targetPlayer)
AuraSystem.WrenchAura.TargetPlayers
#AuraSystem.WrenchAura.TargetPlayers ==
.(AuraSystem.WrenchAura.TargetPlayers, targetPlayer.Name) ~=
()
AuraSystem.WrenchAura.Running
AuraSystem.WrenchAura.Running =
.(()
AuraSystem.WrenchAura.Running
AuraSystem.WrenchAura.Enabled
_, targetPlayer (Players:())
targetPlayer ~= player targetPlayer.Character
(targetPlayer)
character = targetPlayer.Character
wrench = player.Character player.Character:()
wrench wrench:()
args = {, character}
wrench.ActionMain:((args))
AuraSystem.WrenchAura.HealRate ==
()
(AuraSystem.WrenchAura.HealRate / )
)()
()
AuraSystem.WrenchAura.Running =
(targetPlayer)
AuraSystem.PickaxeAura.ExcludedPlayers
.(AuraSystem.PickaxeAura.ExcludedPlayers, targetPlayer.Name) ==
()
AuraSystem.PickaxeAura.Running
AuraSystem.PickaxeAura.Running =
.(()
AuraSystem.PickaxeAura.Running
AuraSystem.PickaxeAura.Enabled
_, targetPlayer (Players:())
targetPlayer ~= player targetPlayer.Character
(targetPlayer)
character = targetPlayer.Character
pickaxe = player.Character player.Character:()
pickaxe pickaxe:()
args = {
,
,
,
}
pickaxe.ActionMain:((args))
AuraSystem.PickaxeAura.AttackRate ==
()
(AuraSystem.PickaxeAura.AttackRate / )
)()
()
AuraSystem.PickaxeAura.Running =
UserInputService.InputBegan:((input, gameProcessed)
gameProcessed
input.UserInputType == .UserInputType.MouseButton2
IsMouseHeld =
()
()
input.KeyCode == .KeyCode[SilentAim.ToggleKey]
SilentAim.Enabled = SilentAim.Enabled
()
)
UserInputService.InputEnded:((input, gameProcessed)
gameProcessed
input.UserInputType == .UserInputType.MouseButton2
IsMouseHeld =
()
()
)
originalIndex
originalIndex = (, , (self, key)
SilentAim.Enabled (self, key)
self:() key ==
() (self, key)
targetData = ()
targetData
IsTargeting =
.(targetData.PredictedPosition)
IsTargeting =
(self, key)
)
LocalPlayer = Players.LocalPlayer
RunService = :()
healingActive =
autoHealCoroutine =
()
autoHealCoroutine
.(autoHealCoroutine)
autoHealCoroutine =
()
()
autoHealCoroutine = .(()
healingActive
healingActive ( LocalPlayer.Character
LocalPlayer.Character:()
LocalPlayer.Character.Humanoid.Health <= )
.()
healingActive
healingActive LocalPlayer.Character
LocalPlayer.Character:()
.()
healingActive
healingActive LocalPlayer.Character
LocalPlayer.Character:()
LocalPlayer.Character.Humanoid.Health >
LocalPlayer.Character:()
success, err = (()
args = {, LocalPlayer.Character}
LocalPlayer.Character.Medkit.ActionMain:((args))
)
success
(, err)
.()
.()
)
.(autoHealCoroutine)
repairingActive =
autoRepairCoroutine =
()
autoRepairCoroutine
.(autoRepairCoroutine)
autoRepairCoroutine =
()
()
autoRepairCoroutine = .(()
repairingActive
repairingActive ( LocalPlayer.Character
LocalPlayer.Character:()
LocalPlayer.Character.Humanoid.Health <= )
.()
repairingActive
repairingActive LocalPlayer.Character
LocalPlayer.Character:()
.()
repairingActive
repairingActive LocalPlayer.Character
LocalPlayer.Character:()
LocalPlayer.Character.Humanoid.Health >
LocalPlayer.Character:()
success, err = (()
args = {, LocalPlayer.Character}
LocalPlayer.Character.Wrench.ActionMain:((args))
)
success
(, err)
.()
.()
)
.(autoRepairCoroutine)
Workspace = :()
RunService = :()
localPlayer = Players.LocalPlayer
camera = Workspace.CurrentCamera
TRACKING_FOLDER =
UPDATE_INTERVAL =
isTrackingEnabled =
targetPlayerName =
trackingConnection =
activeBodyPositions = {}
exceptionParts = {}
()
playerNames = {}
_, player (Players:())
player ~= localPlayer
.(playerNames, player.Name)
playerNames
(name)
name name ==
_, player (Players:())
player.Name == name
player
(model)
parts = {}
_, part (model:())
part:()
.(parts, part)
#parts >
parts[.(, #parts)]
(vehicle, exceptionPart)
_, part (vehicle:())
part:()
_, force (part:())
force:() force:()
force:()
part == exceptionPart
part.CanCollide =
part.Anchored =
part.CanCollide =
part.Anchored =
bodyPos = .()
bodyPos.MaxForce = .(.huge, .huge, .huge)
bodyPos.P =
bodyPos.D =
bodyPos.Parent = part
.(activeBodyPositions, bodyPos)
()
trackingConnection
trackingConnection:()
trackingConnection =
_, part (exceptionParts)
part part.Parent
part.CanCollide =
exceptionParts = {}
_, bodyPos (activeBodyPositions)
bodyPos bodyPos.Parent
bodyPos:()
activeBodyPositions = {}
()
isTrackingEnabled targetPlayerName ==
mouse = localPlayer:()
targetPos = mouse.Hit.Position
trackingFolder = Workspace:(TRACKING_FOLDER)
trackingFolder
_, vehicle (trackingFolder:())
vehicle:()
exceptionParts[vehicle]
exceptionParts[vehicle] = (vehicle)
(vehicle, exceptionParts[vehicle])
_, part (vehicle:())
part:() part ~= exceptionParts[vehicle]
_, force (part:())
force:()
force.Position = targetPos
()
()
trackingConnection = RunService.Heartbeat:(()
()
)
objectMoverEnabled =
originalObjectLocations = {}
movedObjectsFolder =
currentHighlight =
currentModel =
currentTargetPart =
connections = {}
currentKeybind = .KeyCode.F5
()
ReplicatedStorage = :()
possibleNames = {
,
,
,
,
}
_, name (possibleNames)
found = ReplicatedStorage:(name)
found
found
_, child (ReplicatedStorage:())
_, name (possibleNames)
child.Name == name
child
()
originalObjectLocations = {}
(folder, path)
_, child (folder:())
childPath = path .. .. child.Name
originalObjectLocations[child] = {
Parent = child.Parent,
Path = childPath
}
child:()
(child, childPath)
(, )
()
currentHighlight
currentHighlight:()
currentHighlight =
movedObjectsFolder
object, locationInfo (originalObjectLocations)
object object.Parent
(()
object.Parent = locationInfo.Parent
)
movedObjectsFolder:()
movedObjectsFolder =
originalObjectLocations = {}
()
camera = .CurrentCamera
camera
()
(model)
model:() ~=
(folder, parentInCamera)
_, child (folder:())
child:() (child)
child.Parent = parentInCamera
child:()
newFolder = .()
newFolder.Name = child.Name
newFolder.Parent = parentInCamera
(child, newFolder)
child:() child:() child:()
containerModel = .()
containerModel.Name = child.Name ..
containerModel.Parent = parentInCamera
child.Parent = containerModel
movedObjectsFolder
movedObjectsFolder:()
movedObjectsFolder = .()
movedObjectsFolder.Name =
movedObjectsFolder.Parent = camera
(, movedObjectsFolder)
(model)
interactValue = model:()
interactValue interactValue:()
, interactValue
,
(target)
target
current = target
current
current:()
hasInteract = (current)
hasInteract
current
current = current.Parent
(object)
player = Players.LocalPlayer
character = player.Character
character .huge
humanoidRootPart = character:()
humanoidRootPart .huge
objectPosition = object:().Position
playerPosition = humanoidRootPart.Position
(objectPosition - playerPosition).Magnitude
(model)
currentHighlight
currentHighlight:()
currentHighlight =
highlight = .()
highlight.FillColor = .(, , )
highlight.OutlineColor = .(, , )
highlight.FillTransparency =
highlight.OutlineTransparency =
highlight.Parent = model
highlight
(targetPart, model)
InteractFunction = ()
InteractFunction
targetPart
_, boolValue = (model)
currentValue = boolValue boolValue.Value
(()
InteractFunction:(
targetPart,
,
currentValue,
)
)
(object)
movedObjectsFolder
object:(movedObjectsFolder)
()
objectMoverEnabled
objectMoverEnabled =
RunService = :()
UserInputService = :()
player = Players.LocalPlayer
mouse = player:()
()
heartbeatConnection = RunService.Heartbeat:(()
objectMoverEnabled
target = mouse.Target
target
currentHighlight
currentHighlight:()
currentHighlight =
currentModel =
currentTargetPart =
modelWithInteract = (target)
modelWithInteract (modelWithInteract)
distance = (modelWithInteract)
distance >
currentHighlight
currentHighlight:()
currentHighlight =
currentModel =
currentTargetPart =
currentModel ~= modelWithInteract
currentHighlight
currentHighlight:()
currentHighlight =
currentModel = modelWithInteract
currentTargetPart = target
modelWithInteract modelWithInteract == currentModel currentHighlight
currentHighlight = (modelWithInteract)
currentHighlight
currentHighlight:()
currentHighlight =
currentModel =
currentTargetPart =
)
.(connections, heartbeatConnection)
inputConnection = UserInputService.InputBegan:((input, gameProcessed)
objectMoverEnabled
gameProcessed
input.KeyCode == .KeyCode.E currentModel currentTargetPart
distance = (currentModel)
distance <=
hasInteract = (currentModel)
hasInteract
(currentTargetPart, currentModel)
)
.(connections, inputConnection)
()
objectMoverEnabled
objectMoverEnabled =
_, connection (connections)
connection (connection) ==
connection:()
connections = {}
currentHighlight
currentHighlight:()
currentHighlight =
()
currentModel =
currentTargetPart =
()
objectMoverEnabled
()
()
RunService = :()
CoreGui = :()
HttpService = :()
player = Players.LocalPlayer
camera = .CurrentCamera
Distance =
playerEspEnabled =
pwareEnabled =
playerEspCache = {}
(adornee, color, fillTransparency, outlineColor)
adornee
highlight = .()
highlight.FillColor = color
highlight.FillTransparency = fillTransparency
highlight.OutlineColor = outlineColor color
highlight.OutlineTransparency =
highlight.DepthMode = .HighlightDepthMode.AlwaysOnTop
highlight.Adornee = adornee
highlight.Enabled =
highlight
(character)
hrp = character:()
hrp hrp.Position character:().Position
(character)
humanoid = character:()
humanoid .(humanoid.Health)
(targetPlayer)
targetPlayer targetPlayer == player targetPlayer.Character
playerEspCache[targetPlayer]
character = targetPlayer.Character
position = (character)
position
mainContainer = .()
mainContainer.Name = .. targetPlayer.Name
mainContainer.Parent = CoreGui
teamColor = targetPlayer.Team targetPlayer.Team.TeamColor.Color .(, , )
isPWare = (targetPlayer)
highlightColor = isPWare .(, , ) teamColor
playerHighlight = (character, highlightColor, , highlightColor)
playerHighlight.Parent = mainContainer
head = character:() character:()
head
billboard = .()
billboard.Adornee = head
billboard.Size = .(, , , )
billboard.AlwaysOnTop =
billboard.StudsOffset = .(, , )
billboard.Parent = mainContainer
label = .()
label.Size = .(,,,)
label.BackgroundTransparency =
label.Font = .Font.SourceSansSemibold
label.TextSize =
label.TextColor3 = highlightColor
label.TextStrokeTransparency =
label.Parent = billboard
playerEspCache[targetPlayer] = {
mainContainer = mainContainer,
label = label,
position = position,
character = character,
highlight = playerHighlight,
isPWare = isPWare
}
(targetPlayer)
data = playerEspCache[targetPlayer]
data
data.mainContainer data.mainContainer:()
playerEspCache[targetPlayer] =
()
player (playerEspCache)
(player)
playerEspEnabled
_, p (Players:())
(p)
()
cameraPos = camera.CFrame.Position
p, data (playerEspCache)
p p.Character p.Character.Parent
(p)
newPos = (data.character)
newPos
distanceMeters = (newPos - cameraPos).Magnitude *
health = (data.character)
Distance
data.label.Text = .(, p.Name, health, distanceMeters)
data.label.Text = .(, p.Name, health)
(p)
p.CharacterAdded:(()
(p)
playerEspEnabled
.()
(p)
)
playerEspEnabled
.()
(p)
Players.PlayerAdded:(onPlayerAdded)
Players.PlayerRemoving:(cleanupPlayerESP)
_, p (Players:())
(p)
RunService.RenderStepped:(updateLabels)
combatSection = ui:()
aimTab = combatSection:(, )
aimLeft = aimTab:CreateSection("AimBot", "left")
local aimRight = aimTab:CreateSection("SilentAim", "Right")
local modsTab = combatSection:CreateTab("Modifications", "rbxassetid://127904742940104")
local modsLeft = modsTab:CreateSection("Weapon Modifications", "left")
local modsRight = modsTab:CreateSection("Options", "right")
local ItemModsRight = modsTab:CreateSection("Item Modifications", "right")
local MiscSection = ui:CreateTabSection("Miscellaneous")
local MiscTab = MiscSection:CreateTab("Auras", "rbxassetid://129855843582244")
local MiscLeft = MiscTab:CreateSection("Healing Auras", "left")
local MiscRight = MiscTab:CreateSection("Killing Auras", "right")
local OthersTab = MiscSection:CreateTab("Others", "rbxassetid://136882854117051")
local ZOVCOPTERLeft = OthersTab:CreateSection("Zov Copter", "left")
local OthersRight = OthersTab:CreateSection("Others", "Right")
local VisualsTab = MiscSection:CreateTab("Visuals", "rbxassetid://13321848320")
local VisualsLeft = VisualsTab:CreateSection("Esp", "left")
local VisualsRight = VisualsTab:CreateSection("Visuals", "right")
-- Переменные для хранения элементов UI
local playerExceptionsDropdown, medkitPlayerDropdown, wrenchPlayerDropdown, pickaxeExcludeDropdown
-- AIMBOT UI ELEMENTS
CreateToggle({
section = aimLeft,
name = "AimBot",
save = false,
id = "AimBotEnableToggle",
default = false,
callback = function(v)
Aimbot.Enabled = v
if not v then
StopAiming()
StopAutoAcquire()
if FOVCircle then
FOVCircle.Visible = false
end
else
CreateFOVCircle()
end
end
})
CreateToggle({
section = aimLeft,
name = "Show Fov",
save = false,
id = "AimBotShowFovToggle",
default = false,
callback = function(v)
Aimbot.ShowFOV = v
CreateFOVCircle()
end
})
CreateSlider({
section = aimLeft,
name = "Aimbot Fov",
save = true,
id = "AimBotFovValueSlider",
min = 0,
max = 500,
default = 60,
callback = function(v)
Aimbot.FieldOfView = v
if FOVCircle then
FOVCircle.Radius = v
end
end
})
CreateSlider({
section = aimLeft,
name = "Smoothness",
save = true,
id = "AimBotSmoothnessValueSlider",
min = 0,
max = 5,
default = 0,
callback = function(v)
Aimbot.Smoothness = v
end
})
playerExceptionsDropdown = CreateDropdown({
section = aimLeft,
name = "Player Exceptions",
save = true,
id = "AimBotPlayerExceptions",
options = GetPlayerList(),
default = {},
multi = true,
callback = function(selectedPlayers)
Aimbot.PlayerExceptions = {}
for _, playerName in pairs(selectedPlayers) do
Aimbot.PlayerExceptions[playerName] = true
end
end
})
CreateDropdown({
section = aimLeft,
name = "Target Part",
save = true,
id = "AimBotTargetPart",
options = {"Head", "Torso"},
default = "Head",
callback = function(v)
Aimbot.TargetPart = v
end
})
-- SILENT AIM UI ELEMENTS
CreateToggle({
section = aimRight,
name = "Silent Aim",
save = true,
id = "SilentAimEbableToggle",
default = false,
callback = function(v)
SilentAim.Enabled = v
if not v and TracerLine then
TracerLine.Visible = false
end
UpdateSilentAimVisuals()
end
})
CreateToggle({
section = aimRight,
name = "Show Fov",
save = true,
id = "SilentAimFovValueSlider",
default = false,
callback = function(v)
SilentAim.FOV.Visible = v
if SilentAimFOVCircle then
SilentAimFOVCircle.Visible = v and SilentAim.Enabled
end
if CenterDot then
CenterDot.Visible = v and SilentAim.Enabled
end
end
})
CreateBind({
section = aimRight,
name = "Keybind",
save = true,
id = "SilentAimKeybindValue",
default = Enum.KeyCode.L,
callback = function(keyCode)
SilentAim.ToggleKey = keyCode.Name
end
})
CreateSlider({
section = aimRight,
name = "Fov Size",
save = true,
id = "SilentAimFovSize",
min = 0,
max = 500,
default = 60,
callback = function(v)
SilentAim.FOV.Radius = v
if SilentAimFOVCircle then
SilentAimFOVCircle.Radius = v
end
end
})
CreateDropdown({
section = aimRight,
name = "Target Part",
save = true,
id = "SilentAimTargetPartDropDown",
multi = false,
options = {"Head", "Torso"},
default = "Head",
callback = function(v)
SilentAim.TargetPart = v
end
})
CreateToggle({
section = aimRight,
name = "Show Tracer",
save = true,
id = "SilentAimTracerToggle",
default = true,
callback = function(v)
SilentAim.Tracer.Enabled = v
if not v and TracerLine then
TracerLine.Visible = false
end
end
})
CreateToggle({
section = aimRight,
name = "Health Check",
save = true,
id = "SilentAimHealthCheckToggle",
default = true,
callback = function(v)
SilentAim.HealthCheck = v
end
})
CreateToggle({
section = aimRight,
name = "Passive Check",
save = true,
id = "SilentAimPassiveCheckToggle",
default = false,
callback = function(v)
SilentAim.PassiveCheck = v
end
})
CreateToggle({
section = aimRight,
name = "Wall Check",
save = true,
id = "SilentAimWallCheckToggle",
default = false,
callback = function(v)
SilentAim.WallCheck = v
end
})
CreateToggle({
section = aimRight,
name = "Kent",
save = true,
id = "SilentAimKentToggle",
default = false,
callback = function(v)
SilentAim.Kent = v
end
})
CreateSlider({
section = aimRight,
name = "Prediction",
save = true,
id = "SilentAimPredictionSlider",
min = 0,
max = 10,
default = 0,
step = 0.01,
callback = function(v)
SilentAim.Prediction = v
end
})
-- WEAPON MODIFICATIONS UI ELEMENTS
for modName, config in pairs(MOD_CONFIG) do
CreateToggle({
section = modsLeft,
name = config.display_name,
save = true,
id = "mod_" .. modName,
default = false,
callback = function(state)
ModStates[modName] = state
if ModStates.AutoApply then
ApplyModifications()
end
end
})
end
-- Toggle для INF AMMO
CreateToggle({
section = modsLeft,
name = "Infinite Ammo",
save = true,
id = "InfAmmoEnableToggle",
default = false,
callback = function(state)
isEnabled = state
if state then
cleanup()
-- Выполняем принудительную перезарядку при активации
if player.Character then
forceReload(player.Character)
end
coroutine.wrap(mainLoop)()
else
cleanup()
end
end
})
-- Обработка респавна
player.CharacterAdded:Connect(function(character)
-- Ожидаем полной загрузки персонажа
task.wait(1)
-- Перезапускаем Infinite Ammo
if isEnabled then
cleanup()
processWeapons(character)
end
-- Перезапускаем модификации оружия
if ModStates.AutoApply then
ApplyModifications()
end
-- Перезапускаем ауры
if AuraSystem.MedkitAura.Enabled then
StartMedkitAura()
end
if AuraSystem.WrenchAura.Enabled then
StartWrenchAura()
end
if AuraSystem.PickaxeAura.Enabled then
StartPickaxeAura()
end
-- Перезапускаем Insta Heal и Insta Wrench
if healingActive then
startHealing()
end
if repairingActive then
startRepairing()
end
end)
player.CharacterRemoving:Connect(function()
-- Очищаем все при смерти
if isEnabled then
cleanup()
end
StopMedkitAura()
StopWrenchAura()
StopPickaxeAura()
stopHealing()
stopRepairing()
end)
-- Очистка при выходе из игры
game:GetService("UserInputService").WindowFocusReleased:Connect(function()
if isEnabled then
cleanup()
end
end)
CreateToggle({
section = modsLeft,
name = "Auto Mode",
save = true,
id = "AutoModeEnableToggle",
default = false,
callback = function(state)
local function applyAutoSetting(tool, autoState)
if not tool or not tool:IsA("Tool") then return end
local settingsModule = tool:FindFirstChild("Settings")
if settingsModule and settingsModule:IsA("ModuleScript") then
local success, settings = pcall(function()
return require(settingsModule)
end)
if success and type(settings) == "table" then
settings.auto = autoState
end
end
end
local function updateTools(character)
if not character then return end
for _, tool in ipairs(character:GetChildren()) do
applyAutoSetting(tool, state)
end
local connection
connection = character.ChildAdded:Connect(function(child)
applyAutoSetting(child, state)
end)
character.Destroying:Connect(function()
if connection then
connection:Disconnect()
end
end)
end
if player and player.Character then
updateTools(player.Character)
end
if player then
player.CharacterAdded:Connect(function(character)
updateTools(character)
task.delay(1, function()
if character and character:IsDescendantOf(game) then
updateTools(character)
end
end)
end)
end
end
})
CreateToggle({
section = modsRight,
name = "Auto Apply",
save = true,
id = "AutoApplyEnableToggle",
default = false,
callback = function(state)
ModStates.AutoApply = state
if state then
ApplyModifications()
end
end
})
CreateButton({
section = modsRight,
name = "Apply Once",
position = "left",
callback = ApplyModifications
})
-- AURA SYSTEM UI ELEMENTS
-- Medkit Aura UI Elements
CreateToggle({
section = MiscLeft,
name = "Medkit Aura",
save = false,
id = "MedkitAuraEnableToggle",
default = false,
callback = function(state)
AuraSystem.MedkitAura.Enabled = state
if state then
StartMedkitAura()
else
StopMedkitAura()
end
end
})
CreateSlider({
section = MiscLeft,
name = "Heal Rate (ms)",
save = true,
id = "MedkitAuraHealRateSlider",
min = 1,
max = 9000,
default = 1,
callback = function(value)
AuraSystem.MedkitAura.HealRate = value
end
})
medkitPlayerDropdown = CreateDropdown({
section = MiscLeft,
name = "Heal Specific Player",
options = GetPlayerList(),
save = true,
id = "MedkitHealPlayerDropdown",
default = {},
multi = true,
callback = function(selectedPlayers)
AuraSystem.MedkitAura.TargetPlayers = selectedPlayers
end
})
-- Wrench Aura UI Elements
CreateToggle({
section = MiscLeft,
name = "Wrench Aura",
save = false,
id = "WrenchAuraEnableToggle",
default = false,
callback = function(state)
AuraSystem.WrenchAura.Enabled = state
if state then
StartWrenchAura()
else
StopWrenchAura()
end
end
})
CreateSlider({
section = MiscLeft,
name = "Wrench-Heal Rate (ms)",
save = true,
id = "WrenchAuraHealRateSlider",
min = 1,
max = 9000,
default = 1,
callback = function(value)
AuraSystem.WrenchAura.HealRate = value
end
})
wrenchPlayerDropdown = CreateDropdown({
section = MiscLeft,
name = "Wrench-Heal Specific Player",
options = GetPlayerList(),
save = true,
id = "WrenchHealPlayerDropdown",
default = {},
multi = true,
callback = function(selectedPlayers)
AuraSystem.WrenchAura.TargetPlayers = selectedPlayers
end
})
-- Pickaxe Aura UI Elements
CreateToggle({
section = MiscRight,
name = "Pickaxe aura",
save = false,
id = "PickaxeAuraEnableToggle",
default = false,
callback = function(state)
AuraSystem.PickaxeAura.Enabled = state
if state then
StartPickaxeAura()
else
StopPickaxeAura()
end
end
})
CreateSlider({
section = MiscRight,
name = "Attack Rate (ms)",
save = true,
id = "PickaxeAuraAttackRateSlider",
min = 1,
max = 9000,
default = 1,
callback = function(value)
AuraSystem.PickaxeAura.AttackRate = value
end
})
pickaxeExcludeDropdown = CreateDropdown({
section = MiscRight,
name = "Exclude Player",
options = GetPlayerList(),
save = true,
id = "PickaxeAuraExclusionsMultiDropdown",
default = {},
multi = true,
callback = function(excludedPlayers)
AuraSystem.PickaxeAura.ExcludedPlayers = excludedPlayers
end
})
--
-- INITIALIZATION AND BACKGROUND TASKS
--
local function UpdatePlayerLists()
local playerList = GetPlayerList()
if playerExceptionsDropdown and typeof(playerExceptionsDropdown.UpdateOptions) == "function" then
playerExceptionsDropdown:UpdateOptions(playerList)
end
if medkitPlayerDropdown and typeof(medkitPlayerDropdown.UpdateOptions) == "function" then
medkitPlayerDropdown:UpdateOptions(playerList)
end
if wrenchPlayerDropdown and typeof(wrenchPlayerDropdown.UpdateOptions) == "function" then
wrenchPlayerDropdown:UpdateOptions(playerList)
end
if pickaxeExcludeDropdown and typeof(pickaxeExcludeDropdown.UpdateOptions) == "function" then
pickaxeExcludeDropdown:UpdateOptions(playerList)
end
end
Players.PlayerAdded:Connect(function(addedPlayer)
wait(1)
UpdatePlayerLists()
end)
Players.PlayerRemoving:Connect(function(removedPlayer)
UpdatePlayerLists()
end)
-- Background tasks
spawn(function()
while true do
if ModStates.AutoApply then
ApplyModifications()
end
wait(1)
end
end)
spawn(function()
while true do
wait(0.2)
if CurrentTarget then
local character = GetCharacter(CurrentTarget.Player)
if not character or not IsAlive(character) then
StopAiming()
if IsMouseHeld then
StartAiming()
end
end
end
end
end)
spawn(function()
while task.wait(2.6) do
wallCheckCache = {}
end
end)
-- Rendering loops
RunService.RenderStepped:Connect(function()
if FOVCircle then
FOVCircle.Position = Vector2.new(Camera.ViewportSize.X / 2, Camera.ViewportSize.Y / 2)
FOVCircle.Radius = Aimbot.FieldOfView
FOVCircle.Visible = Aimbot.ShowFOV and Aimbot.Enabled
end
end)
RunService.Heartbeat:Connect(function()
UpdateSilentAimVisuals()
if not SilentAim.Enabled and TracerLine then
TracerLine.Visible = false
end
end)
-- Очистка при отключении
player.CharacterRemoving:Connect(cleanup)
game:GetService("UserInputService").WindowFocusReleased:Connect(function()
if isEnabled then
cleanup()
end
if FOVCircle then
FOVCircle.Visible = false
end
if SilentAimFOVCircle then
SilentAimFOVCircle.Visible = false
end
if TracerLine then
TracerLine.Visible = false
end
StopMedkitAura()
StopWrenchAura()
StopPickaxeAura()
end)
game:GetService("UserInputService").WindowFocused:Connect(function()
if FOVCircle and Aimbot.ShowFOV and Aimbot.Enabled then
FOVCircle.Visible = true
end
if SilentAimFOVCircle and SilentAim.FOV.Visible and SilentAim.Enabled then
SilentAimFOVCircle.Visible = true
end
if AuraSystem.MedkitAura.Enabled then
StartMedkitAura()
end
if AuraSystem.WrenchAura.Enabled then
StartWrenchAura()
end
if AuraSystem.PickaxeAura.Enabled then
StartPickaxeAura()
end
end)
-- Initial setup
wait(2)
UpdatePlayerLists()
InitSilentAimDrawings()
-- Apply saved slider values after UI initialization
task.wait(0.5)
-- Update SilentAim FOV from saved slider value
local HttpService = game:GetService("HttpService")
local success, savedSettings = pcall(function()
return HttpService:JSONDecode(readfile("Town.lua"))
end)
if success and savedSettings and savedSettings.SilentAimFovSize then
SilentAim.FOV.Radius = savedSettings.SilentAimFovSize
end
if SilentAimFOVCircle then
SilentAimFOVCircle.Radius = SilentAim.FOV.Radius
end
UpdateSilentAimVisuals()
for _, tool in ipairs(GetValidPlayerTools()) do
SetupToolStructure(tool)
end
-- Insta Medkit UI Elements
CreateToggle({
section = ItemModsRight,
name = "Insta Heal",
save = true,
id = "InstaHealEnableToggle",
default = false,
callback = function(state)
healingActive = state
if state then
startHealing()
else
stopHealing()
end
end
})
-- Insta Wrench UI Elements
CreateToggle({
section = ItemModsRight,
name = "Insta Wrench",
save = true,
id = "InstaWrenchEnableToggle",
default = false,
callback = function(state)
repairingActive = state
if state then
startRepairing()
else
stopRepairing()
end
end
})
-- Auto-restart on respawn уже обрабатывается в основном обработчике CharacterAdded выше
-- Cleanup when disabled
RunService.Heartbeat:Connect(function()
if not healingActive and autoHealCoroutine then
stopHealing()
end
if not repairingActive and autoRepairCoroutine then
stopRepairing()
end
end)
-- UI Elements
CreateToggle({
section = ZOVCOPTERLeft,
name = "ZOV Copter",
save = false,
id = "ZovCopterEnableToggle",
default = false,
callback = function(state)
isTrackingEnabled = state
if state and targetPlayerName ~= "" then
startTracking()
else
stopTracking()
end
end
})
-- Dropdown с игроками вместо TextInput
CreateDropdown({
section = ZOVCOPTERLeft,
name = "Select Player",
save = false,
id = "ZovCopterTargetDropdown",
options = getPlayerList(),
default = "",
callback = function(selectedPlayer)
targetPlayerName = selectedPlayer
if isTrackingEnabled and selectedPlayer ~= "" then
-- При изменении игрока перезапускаем трекинг
startTracking()
elseif isTrackingEnabled and selectedPlayer == "" then
-- Если выбрана пустая строка, останавливаем трекинг
stopTracking()
end
end
})
-- Автоматическое обновление списка игроков каждые 20 секунд
task.spawn(function()
while true do
task.wait(20)
-- Здесь должен быть код для обновления dropdown с новым списком игроков
-- Зависит от возможностей UI библиотеки для обновления существующего dropdown
local currentPlayers = getPlayerList()
end
end)
-- Автоматическая очистка при выходе из игры
game:GetService("UserInputService").WindowFocusReleased:Connect(function()
if isTrackingEnabled then
stopTracking()
end
end)
Players.PlayerRemoving:Connect(function(player)
if player == localPlayer then
stopTracking()
elseif player.Name == targetPlayerName then
isTrackingEnabled = false
stopTracking()
warn("Target player left the game. Tracking stopped.")
end
end)
-- Toggle для переключения WallBang системы
CreateToggle({
section = OthersRight,
name = "WallBang",
save = false,
default = false,
callback = function(v)
if v then
startObjectMover()
else
stopObjectMover()
end
end
})
-- Очистка при выходе игрока
game:GetService("Players").PlayerRemoving:Connect(function(leavingPlayer)
if leavingPlayer == game:GetService("Players").LocalPlayer then
stopObjectMover()
end
end)
-- Очистка при удалении скрипта
if typeof(script) == "Instance" and script:IsA("LocalScript") then
script.Destroying:Connect(function()
stopObjectMover()
end)
end
CreateToggle({
section = VisualsLeft,
name = "Enable Player ESP",
save = true,
id = "EnablePlayerESP",
default = false,
callback = function(v)
playerEspEnabled = v
refreshPlayerESP()
end
})
CreateToggle({
section = VisualsLeft,
name = "PWare user esp",
save = true,
id = "PWareUserESP",
default = false,
callback = function(v)
pwareEnabled = v
if v then
spawn(updatePWareUsernames)
else
pwareUsernames = {}
refreshPlayerESP()
end
end
})
local thirdPersonEnabled = false
local interactMainScript = nil
CreateToggle({
section = OthersRight,
name = "Third Person",
save = false,
default = false,
callback = function(v)
thirdPersonEnabled = v
if v then
interactMainScript = game:GetService("Players").LocalPlayer.PlayerGui.CameraClient
if interactMainScript then
interactMainScript.Enabled = false
end
else
if interactMainScript then
interactMainScript.Enabled = true
end
end
end
})
local amongusEnabled = false
local CameraEventNamecall
local amongusConnections = {}
CreateToggle({
section = OthersRight,
name = "Amongus",
save = false,
id = "AmongusToggle",
default = false,
callback = function(v)
amongusEnabled = v
if v then
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local CameraEvent = ReplicatedStorage:WaitForChild("CameraEvent")
local movementSpeed = 50000.0
local randomCFrame1 = CFrame.identity
local randomCFrame2 = CFrame.identity
local randomCFrame3 = CFrame.identity
local randomCFrame4 = CFrame.identity
local randomFloat1 = 0
local randomFloat2 = 0.01
local randomBool = false
CameraEventNamecall = hookmetamethod(game, "__namecall", function(self, ...)
local method = getnamecallmethod()
local args = {...}
if method == "FireServer" and self == CameraEvent and not checkcaller() then
local chaosPos1 = Vector3.new(
math.random(-50, 50) * movementSpeed,
math.random(-50, 50) * movementSpeed,
math.random(-50, 50) * movementSpeed
)
local chaosRot1 = Vector3.new(
math.random(-1440, 1440),
math.random(-1440, 1440),
math.random(-1440, 1440)
)
randomCFrame1 = CFrame.new(chaosPos1) * CFrame.Angles(math.rad(chaosRot1.X), math.rad(chaosRot1.Y), math.rad(chaosRot1.Z))
local chaosPos2 = Vector3.new(
math.random(-100, 100) * movementSpeed,
math.random(-100, 100) * movementSpeed,
math.random(-100, 100) * movementSpeed
)
local chaosRot2 = Vector3.new(
math.random(-2880, 2880),
math.random(-2880, 2880),
math.random(-2880, 2880)
)
randomCFrame2 = CFrame.new(chaosPos2) * CFrame.Angles(math.rad(chaosRot2.X), math.rad(chaosRot2.Y), math.rad(chaosRot2.Z))
randomCFrame3 = CFrame.new(
math.random(-200, 200) * movementSpeed,
math.random(-200, 200) * movementSpeed,
math.random(-200, 200) * movementSpeed
) * CFrame.Angles(
math.rad(math.random(-3600, 3600)),
math.rad(math.random(-3600, 3600)),
math.rad(math.random(-3600, 3600))
)
randomCFrame4 = CFrame.new(
math.random(-500, 500) * movementSpeed,
math.random(-500, 500) * movementSpeed,
math.random(-500, 500) * movementSpeed
) * CFrame.Angles(
math.rad(math.random(-7200, 7200)),
math.rad(math.random(-7200, 7200)),
math.rad(math.random(-7200, 7200))
)
randomFloat1 = math.random(-100000, 100000) / 1000
randomFloat2 = math.random(1, 100000) / 1000000
randomBool = math.random(1, 2) == 1
return CameraEventNamecall(self,
randomCFrame1,
randomFloat1,
randomFloat2,
randomBool,
randomCFrame2,
randomCFrame3,
randomCFrame4
)
end
return CameraEventNamecall(self, ...)
end)
local heartbeatConnection = RunService.Heartbeat:Connect(function(deltaTime)
if not amongusEnabled then return end
local jitter = Vector3.new(
math.random(-15, 15) * 3.0,
math.random(-15, 15) * 3.0,
math.random(-15, 15) * 3.0
)
randomCFrame1 = randomCFrame1 + jitter
randomCFrame2 = randomCFrame2 + jitter * 2
randomCFrame3 = randomCFrame3 + jitter * 5
randomCFrame4 = randomCFrame4 + jitter * 10
randomCFrame1 = randomCFrame1 * CFrame.Angles(
math.rad(math.random(-180, 180)),
math.rad(math.random(-180, 180)),
math.rad(math.random(-180, 180))
)
randomCFrame2 = randomCFrame2 * CFrame.Angles(
math.rad(math.random(-360, 360)),
math.rad(math.random(-360, 360)),
math.rad(math.random(-360, 360))
)
end)
table.insert(amongusConnections, heartbeatConnection)
spawn(function()
while amongusEnabled do
task.wait(0.00000001)
randomFloat1 = randomFloat1 + math.random(-500, 500)
randomFloat2 = math.random() * 100
randomBool = not randomBool
if math.random() < 0.1 then
randomCFrame1 = CFrame.new(math.random(-1000, 1000), math.random(-1000, 1000), math.random(-1000, 1000))
randomCFrame4 = CFrame.new(Vector3.new(0,0,0)) * CFrame.Angles(math.rad(math.random(0, 360*10)), 0, 0)
end
end
end)
else
-- Отключаем все соединения
for _, connection in ipairs(amongusConnections) do
if connection and typeof(connection) == "RBXScriptConnection" then
connection:Disconnect()
end
end
amongusConnections = {}
end
end
})
local skinToneEnabled = false
local originalMaterials = {}
local originalColors = {}
local function applySkinTone(character)
if not character then return end
for _, part in pairs(character:GetDescendants()) do
if part:IsA("BasePart") or part:IsA("MeshPart") or part:IsA("UnionOperation") then
originalMaterials[part] = part.Material
originalColors[part] = part.Color
part.Material = Enum.Material.ForceField
part.Color = Color3.fromRGB(171, 0, 255)
end
end
-- Apply to backpack items
if player.Backpack then
for _, tool in pairs(player.Backpack:GetDescendants()) do
if tool:IsA("BasePart") or tool:IsA("MeshPart") or tool:IsA("UnionOperation") then
originalMaterials[tool] = tool.Material
originalColors[tool] = tool.Color
tool.Material = Enum.Material.ForceField
tool.Color = Color3.fromRGB(171, 0, 255)
end
end
end
end
local function removeSkinTone()
for part, material in pairs(originalMaterials) do
if part and part.Parent then
part.Material = material
end
end
for part, color in pairs(originalColors) do
if part and part.Parent then
part.Color = color
end
end
originalMaterials = {}
originalColors = {}
end
CreateToggle({
section = VisualsRight,
name = "Skin Tone",
save = true,
id = "SkinToneToggle",
default = false,
callback = function(v)
skinToneEnabled = v
if v then
if player.Character then
applySkinTone(player.Character)
end
else
removeSkinTone()
end
end
})
-- Handle respawn
player.CharacterAdded:Connect(function(character)
if skinToneEnabled then
task.wait(1)
applySkinTone(character)
end
end)
player.CharacterRemoving:Connect(function()
removeSkinTone()
end)
local lightingEnabled = false
local originalTintColor
local lightingEnabled = false
local originalTintColor
local fullBrightEnabled = false
local brightLoop
CreateToggle({
section = VisualsRight,
name = "Lighting",
save = true,
id = "LightingToggle",
default = false,
callback = function(v)
lightingEnabled = v
local lighting = game:GetService("Lighting")
local colorCorrection = lighting:FindFirstChild("ColorCorrection")
if not colorCorrection then
colorCorrection = Instance.new("ColorCorrectionEffect")
colorCorrection.Parent = lighting
end
if v then
originalTintColor = colorCorrection.TintColor
else
if originalTintColor then
colorCorrection.TintColor = originalTintColor
end
end
end
})
CreateToggle({
section = VisualsRight,
name = "Full Bright",
save = true,
id = "FullBrightToggle",
default = false,
callback = function(v)
fullBrightEnabled = v
if brightLoop then
brightLoop:Disconnect()
brightLoop = nil
end
if v then
local function brightFunc()
local Lighting = game:GetService("Lighting")
Lighting.Brightness = 2
Lighting.ClockTime = 14
Lighting.FogEnd = 100000
Lighting.GlobalShadows = false
Lighting.OutdoorAmbient = Color3.fromRGB(128, 128, 128)
end
brightLoop = RunService.RenderStepped:Connect(brightFunc)
end
end
})
-- Continuous check loop for Skin Tone and Lighting
spawn(function()
while true do
task.wait(1)
if skinToneEnabled and player.Character then
applySkinTone(player.Character)
end
if lightingEnabled then
local lighting = game:GetService("Lighting")
local colorCorrection = lighting:FindFirstChild("ColorCorrection")
if colorCorrection then
colorCorrection.TintColor = Color3.fromRGB(171, 0, 255)
end
end
end
end)
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