Trapstar 0 Game link: https://www.roblox.com/games/18164449/2-Team-Map-Terrain-Base-Wars Script: [hide] game.ReplicatedStorage.EventHandlers.ECheck:Destroy() [/hide] Aimbot Script: [hide] -- /$$$$$$ /$$$$$$ /$$ /$$ /$$ /$$ /$$$$$$ /$$$$$$$ /$$ /$$ /$$$$$$ /$$$$$$ /$$ -- /$$__ $$|_ $$_/| $$$ /$$$| $$ /$ | $$ /$$__ $$| $$__ $$| $$ /$$/ /$$__ $$ /$$__ $$ /$$$$ -- | $$ \ $$ | $$ | $$$$ /$$$$| $$ /$$$| $$| $$ \ $$| $$ \ $$| $$ /$$/ | $$ \__/ |__/ \ $$ |_ $$ -- | $$$$$$$$ | $$ | $$ $$/$$ $$| $$/$$ $$ $$| $$ | $$| $$$$$$$/| $$$$$/ | $$$$$$ /$$$$$/ | $$ -- | $$__ $$ | $$ | $$ $$$| $$| $$$$_ $$$$| $$ | $$| $$__ $$| $$ $$ \____ $$ |___ $$ | $$ -- | $$ | $$ | $$ | $$\ $ | $$| $$$/ \ $$$| $$ | $$| $$ \ $$| $$\ $$ /$$ \ $$ /$$ \ $$ | $$ -- | $$ | $$ /$$$$$$| $$ \/ | $$| $$/ \ $$| $$$$$$/| $$ | $$| $$ \ $$| $$$$$$/ | $$$$$$//$$ /$$$$$$ -- |__/ |__/|______/|__/ |__/|__/ \__/ \______/ |__/ |__/|__/ \__/ \______/ \______/|__/|______/ -- "IT ACTUALLY WORKS THIS TIME" -- AIMWORKS 3.1: NEARLY DECENT.. -- THE GREATEST AIMBOT ON ROBLOX -- AND PROBABLY THE BUGGIEST TOO -- BUT WHATEVER IT'S GOOD ENOUGH -- WRITTEN BY UNREAL AND SCAPTER -- THANKS AUSTIN, CACA22, SAFAZI -- THANKS THETRUERIAS TOO UR GR8 -- THANKS FOR CHOOSING FAZE SHIT -- SHOUTOUT TO CHROME/XETRICS XD -- i should probably be using userinputservice -- tbh i shud probably get working on proper FOV stuffs -- prune dead vars -- FOV restrictions -- ESPP :D(Chams - Scap) -- added in this version (3.1): huge amount of bug fixes, even uglier code (i keep impressing myself with how bad this can get... i need 2 rewrite this soon), local accuracy = 1000 local aimkey = "f" local toggle_teamcheck = "h" --Ez-Pz Fix so people don't have to rejoin on FFA/TDM Games. local headshot = 35 local ignoreFOV = true local ignoreWalls = true local perfect_aim = true local perfect_aim_firstperson_distance = 28 local rage_triggers = false --Elysian Only local RenderLassos = true local ShootingTeam = false -- will target neutral people anyways XDDD local SpreadControlRadius = Vector3.new(35, 35, 35) -- the larger you make those numbers the more likely your bullet is to hit. anything above 25, 25, 25 is a bit much. try 15, 15, 5 local trigger_speed = 0.1 local triggers = false --Elysian Only local Chams = false --Buggy --Player Whitelist(People who don't get shot at.) local Whitelist = {"ihanks", "Lua_Environment", "like_clockwork", "Gin_Freecs", "AimWorks"} for i,v in pairs(game.Players:GetChildren()) do --Adds anyone in-game who's friends with the Currenet player into the list. if game.Players.LocalPlayer:IsFriendsWith(v.userId) then table.insert(Whitelist, v.Name) end end game.Players.PlayerAdded:connect(function(player) --Adds friends to whitelist if they're just joining the game. if game.Players.LocalPlayer:IsFriendsWith(player.userId) then table.insert(Whitelist, player.Name) end end) -- todo -- _G.SwordFightMode = false -- stuff that i am testing goes in _G. so i can toggle it -- aim engine vars -- todo: more priorities -- prune dead vars local aim_through_list = {nil, nil, nil} local bone_name local camera = workspace.CurrentCamera local closest_distance local deathBlock local distance local FilteringEnabled = workspace.FilteringEnabled local huge = math.huge local in_fov local lasso local localplayer = game:GetService("Players").LocalPlayer local most_viable_player local mouse = localplayer:GetMouse() local CreatorId = game.CreatorId local players_service = game:GetService("Players") local position local random = math.random local ray = Ray.new local ray_start local running = true local sleeping local target local tele_bone local targ_bone local ticksslept = 0 local trigger_debounce local vector local viableplayers = {} local function FindInstance(instance_className, search_directory) -- i can inline this in a LOT of places... plus i can very very easily make this return a table of all found parts if a certain parameter is passed... might add that feature to my boilerplate if not search_directory then return end for i, v in pairs(search_directory:GetChildren()) do if v.className == instance_className then return(v) end end end local function CreateBlockOfDeath() if deathBlock then deathBlock:Destroy() end deathBlock = Instance.new("Part", workspace) deathBlock.CanCollide = false deathBlock.Size = SpreadControlRadius deathBlock.Locked = true mouse.TargetFilter = deathBlock return deathBlock -- unnecessary end -- Finished local function ReturnsScreenCoordinatesAsVectorAndFOVChecksAsBool(player, bone) -- note: figure out what i wanted to do with datas in here if not bone then return {_, false} end return camera:WorldToScreenPoint(player.Character[bone].Position) end local function ReturnsPlayerCheckResults(player) -- Checks teams. If we won't shoot teammates and they're a teammate when we're not neutral, target them. We do this now because it can save a lot of FPS. if not ShootingTeam then -- if not shooting teammates if player.TeamColor == localplayer.TeamColor then -- if we're not shooting teammates and they're teammates if not (player.Neutral and localplayer.Neutral) then -- if we're not shooting teammates and they're teammates and they're not neutral return false end end end --Read through player 'Whitelist' for i,v in pairs(Whitelist) do if player.Name == v then return false end end -- Checks if person is yourself. if player == localplayer then return false end -- Checks if the player can be hurt. if FindInstance("ForceField", player.Character) or FindInstance("Humanoid", player.Character, true).MaxHealth == huge then return false end -- Checks if they're dead. if FindInstance("Humanoid", player.Character, true).Health == 0 then return false end -- Checks if person is in FOV. local screen_position, in_fov = ReturnsScreenCoordinatesAsVectorAndFOVChecksAsBool(player, "Torso") if not (in_fov or ignoreFOV) then return false else return player, screen_position end end local function ReturnsBoneOrFalse(player) if perfect_aim then return (FilteringEnabled and "Head" or "Left Arm") -- should be Head or left arm end if not (random(1, 100) <= accuracy) then return false end if (random(1, 100) <= headshot) and FilteringEnabled then return "Head" end return "Left Arm" -- should be left arm end -- rewrite for cursor distance checks then optimize local function ReturnsViablePlayerOrNil() -- this is a clusterfuck i should probably branch this off into more functions... especially one for raycasting aim_through_list[1], aim_through_list[2] = deathBlock, localplayer.Character local distance = 1000 local closest_distance = 1000 local most_viable_player = nil -- FPS optimizations for shitty pcs... should more than double FPS in some situations. not really necessary for me :D.. -- if sleeping and ticksslept ~= 15 then -- ticksslept = ticksslept + 1 -- return target -- end local your_character = localplayer.Character local your_head = your_character and your_character:FindFirstChild "Head" for i, player_being_checked in pairs(players_service:GetPlayers()) do -- getplayers is underrated local player_or_false, targets_coordinates = ReturnsPlayerCheckResults(player_being_checked) if player_or_false then local char = player_being_checked.Character local target_torso = char and char:FindFirstChild "Torso" -- where the ray will aim/shoot for if target_torso then -- phantom fuckery tbh -- aim ahead (why arent we just taking advantage of ignorerays austin tf) of gun sights... Swag :O if (camera.Focus.p - camera.CoordinateFrame.p).magnitude <= 1 then ray_start = your_head.Position + your_head.CFrame.lookVector * 10 + Vector3.new(0, 3, 0) else ray_start = your_head.Position + Vector3.new(0, 2, 0) end -- ray_start = your_head.Position + your_head.CFrame.lookVector * 10 + Vector3.new(0, 3, 0) -- doododoo do DOODODOododoDoERFAhaagr if not targets_coordinates then -- unnecessary rn distance = (Vector2.new(targets_coordinates.X, targets_coordinates.Y) - Vector2.new(mouse.X, mouse.Y)).magnitude -- broken else distance = (Vector2.new(targets_coordinates.X, targets_coordinates.Y) - Vector2.new(mouse.X, mouse.Y)).magnitude end vector = (target_torso.Position - ray_start) -- distance = vector -- bug if (not targets_coordinates) or (distance <= closest_distance) then -- create ray that starts at 'ray_start' and points towards the target local new_ray = ray(ray_start, vector.unit * 1000) -- "fire" ray and make sure to ignore our own character local hit, position = workspace:FindPartOnRayWithIgnoreList(new_ray, aim_through_list) -- check if the ray hit anything and if it's a descendant of the target's character if (hit and hit:isDescendantOf(char)) or ignoreWalls then -- only change closest_distance if the target character is visible closest_distance = distance most_viable_player = player_being_checked end -- hit or ignore walls end -- meets distance or no priority end -- closes player_or_false end -- closes player_or_false check end -- closes table loop blockName = ReturnsBoneOrFalse(most_viable_player) sleeping = true return most_viable_player end -- closes function function CreateChams() if Chams then for i,v in pairs(camera:GetChildren()) do v:Destroy() end for q,player in pairs(game.Players:GetPlayers()) do if player.Character.Head:FindFirstChild("face") then player.Character.Head.face:Destroy() end if player.Character.Head:FindFirstChild("BoxHandleAdornment") then local ESP = false else if player.Name ~= localplayer.Name then for i,v in pairs(player.Character:GetChildren()) do if v:IsA("BasePart") then if v.Name ~= "Head" then local fakeChams = Instance.new("BoxHandleAdornment", v) local esp = Instance.new("BoxHandleAdornment", camera) for c,w in pairs(Whitelist) do if player.Name == w then esp.Color3 = Color3.new(0,0,255) esp.Adornee = v esp.AlwaysOnTop = true else if player.TeamColor == localplayer.TeamColor then esp.Color3 = Color3.new(0,255,0) esp.Adornee = v esp.AlwaysOnTop = true else if player.TeamColor ~= localplayer.TeamColor then esp.Color3 = Color3.new(255,0,0) esp.Adornee = v esp.AlwaysOnTop = true end end end end end end end end end end end end CreateChams() game.Workspace.ChildAdded:connect(function(child) if child:IsA("Model") or child:IsA("Folder") then CreateChams() end end) game.Workspace.ChildRemoved:connect(function(child) if child:IsA("Model") or child:IsA("Folder") then CreateChams() end end) game.Players.LocalPlayer.Changed:connect(function() CreateChams() end) local function TargetPlayer(player) -- this needs to be refactored -- not needed anymore unless you want sticky aim (this can be a good thing) or the aimbot lags you -- sticky aim would be defined as "wont instantly target another guy if they enter the screen" -- if ticksslept == 15 then -- ok -- ticksslept = 0 -- sleeping = false -- end if aim_through_list[3] then aim_through_list[3].Position = aim_through_list[3].Position + Vector3.new(0,200,0) table.remove(aim_through_list, 3) end if not player then -- i see this and i pretty much give up on rewriting if lasso then lasso:Destroy() lasso = nil end -- this feels wrong. i cant stand reusing code outside functions >:( target = nil lasso = Instance.new("SelectionPointLasso", camera) lasso.Humanoid, lasso.Point = FindInstance("Humanoid", localplayer.Character, true), mouse.Hit.p lasso.Color3 = Color3.new(0,255,0) return -- this one line here determines a surprising amount about how the aimbot works XD -- thats not a good thing :( end if RenderLassos then -- should be snaplassos... always gon be lassos tbh if lasso then lasso:Destroy() lasso = nil end lasso = Instance.new("SelectionPartLasso", camera) lasso.Humanoid, lasso.Part = FindInstance("Humanoid", player.Character, true), game.Players.LocalPlayer.Character.Torso lasso.Color3 = Color3.new(0,255,0) end bone_name = ReturnsBoneOrFalse(player) if player.Character.Head and bone_name then -- this lets us force headshots :D tele_bone = player.Character[bone_name] tele_bone.Parent = player.Character tele_bone.Size = SpreadControlRadius tele_bone.CanCollide = false tele_bone.CFrame = CFrame.new(workspace.CurrentCamera.CoordinateFrame.p + workspace.CurrentCamera.CoordinateFrame.lookVector * perfect_aim_firstperson_distance, workspace.CurrentCamera.CoordinateFrame.p) -- // thx to my main man safazi,,,, for this and for showing me the magic of coordinateframe <3 tele_bone.Transparency=1 tele_bone:ClearAllChildren() table.insert(aim_through_list, 3, tele_bone) -- swager target = player return player end if bone_name then deathBlock.Parent = player.Character deathBlock.CanCollide = false deathBlock.Name = bone_name else return end target = player return player end --[[ INIT PROCESS DOCUMENTATION: 1] CREATE DEATHBLOCK 2] MAKE DEATHBLOCK REGENERATE 3] USE BINDTORENDERSTEP TO START AIMBOT LOOP 4] DETECT KEY INPUT (WITHOUT USERINPUTSERVICE. I KNOW THAT IM LAME) ]]-- CreateBlockOfDeath() workspace.DescendantRemoving:connect(function(instance) if instance == deathBlock then CreateBlockOfDeath() end end) -- Keeps blockie safe :33 XD -- test? havent tried local function shoot() -- elysian only :33333 XDd. bother jordan, not mememememe. if not mouse1press then return end if trigger_debounce then return end trigger_debounce = true if rage_triggers and mouse1press() then mouse1press() wait(0.1) mouse1release() elseif mouse1press then mouse1press() wait(0) mouse1release() wait(trigger_speed) end trigger_debounce = false end -- refaactorrrr game:GetService("RunService"):BindToRenderStep("First", Enum.RenderPriority.First.Value, function() -- another clusterfuck if running then if localplayer.Character then -- pretty sure i do this in getviableplayer lmao tbh TargetPlayer(ReturnsViablePlayerOrNil()) if target and target.Character then if localplayer:GetMouse().Target == deathBlock then return end -- praise targetfilter! -- later -- deathBlock.CFrame = CFrame.new(localplayer.Character.Head.Position + (mouse.Hit.p + localplayer.Character.Head.Position).unit * 16) -- print(deathBlock) if triggers then shoot() end else deathBlock.Parent = workspace end end end end) local keydown = mouse.KeyDown:connect(function(keys) if (keys == aimkey) then running = not running if (running) then print("[sILENTAIM] activated.") else print("[sILENTAIM] deactivated.") end end end) local keydowns = mouse.KeyDown:connect(function(keys) if (keys == toggle_teamcheck) then if (ShootingTeam) then print("[sILENTAIM] Team Shooting deactivated") ShootingTeam = false else print("[sILENTAIM] Team Shooting activated") ShootingTeam = true end end end) [/hide] Quote Share this post Link to post Share on other sites
pieeater8462 0 Game link: https://www.roblox.com/games/18164449/2-Team-Map-Terrain-Base-Wars Script: hi Quote Share this post Link to post Share on other sites
TCMv 0 Game link: https://www.roblox.com/games/18164449/2-Team-Map-Terrain-Base-Wars Script: cool :fiesta: Quote Share this post Link to post Share on other sites
Idontleech 2 Game link: https://www.roblox.com/games/18164449/2-Team-Map-Terrain-Base-Wars Script: rOBLOX IN 2019 mDUSTR tRY :3 LIKED Quote Share this post Link to post Share on other sites