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Trapstar

[ROBLOX] Base Wars Kick Bypass + Aimbot

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3GKvIt.gif

 

Game link: https://www.roblox.com/games/18164449/2-Team-Map-Terrain-Base-Wars

 

Script:

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game.ReplicatedStorage.EventHandlers.ECheck:Destroy()

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Aimbot Script:

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--   /$$$$$$  /$$$$$$ /$$      /$$ /$$      /$$  /$$$$$$  /$$$$$$$  /$$   /$$  /$$$$$$         /$$$$$$       /$$
--  /$$__  $$|_  $$_/| $$$    /$$$| $$  /$ | $$ /$$__  $$| $$__  $$| $$  /$$/ /$$__  $$       /$$__  $$    /$$$$
-- | $$  \ $$  | $$  | $$$$  /$$$$| $$ /$$$| $$| $$  \ $$| $$  \ $$| $$ /$$/ | $$  \__/      |__/  \ $$   |_  $$
-- | $$$$$$$$  | $$  | $$ $$/$$ $$| $$/$$ $$ $$| $$  | $$| $$$$$$$/| $$$$$/  |  $$$$$$          /$$$$$/     | $$
-- | $$__  $$  | $$  | $$  $$$| $$| $$$$_  $$$$| $$  | $$| $$__  $$| $$  $$   \____  $$        |___  $$     | $$
-- | $$  | $$  | $$  | $$\  $ | $$| $$$/ \  $$$| $$  | $$| $$  \ $$| $$\  $$  /$$  \ $$       /$$  \ $$     | $$
-- | $$  | $$ /$$$$$$| $$ \/  | $$| $$/   \  $$|  $$$$$$/| $$  | $$| $$ \  $$|  $$$$$$/      |  $$$$$$//$$ /$$$$$$
-- |__/  |__/|______/|__/     |__/|__/     \__/ \______/ |__/  |__/|__/  \__/ \______/        \______/|__/|______/
-- "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]

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hi, I'd like to use this

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no leeches

 

papa is watching

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Will try! If it works Thank you!

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neato!~~~~~~~~~

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