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  1. -- Objects
  2.  
  3. local ScreenGui = Instance.new("ScreenGui")
  4. local Frame = Instance.new("Frame")
  5. local A1mWorks = Instance.new("TextButton")
  6. local Gems = Instance.new("TextButton")
  7. local Kills = Instance.new("TextButton")
  8.  
  9. -- Properties
  10.  
  11. ScreenGui.Parent = game.CoreGui
  12.  
  13. Frame.Parent = ScreenGui
  14. Frame.BackgroundColor3 = Color3.new(0, 0, 0)
  15. Frame.BackgroundTransparency = 0.5
  16. Frame.Position = UDim2.new(0, 977, 0, 0)
  17. Frame.Size = UDim2.new(0, 303, 0, 209)
  18.  
  19. A1mWorks.Name = "A1mWorks"
  20. A1mWorks.Parent = Frame
  21. A1mWorks.BackgroundColor3 = Color3.new(0, 0, 0)
  22. A1mWorks.Size = UDim2.new(0, 200, 0, 50)
  23. A1mWorks.Font = Enum.Font.SourceSans
  24. A1mWorks.FontSize = Enum.FontSize.Size14
  25. A1mWorks.Text = "Aimbot"
  26. A1mWorks.TextColor3 = Color3.new(0, 1, 1)
  27. A1mWorks.TextSize = 14
  28.  
  29. Gems.Name = "Gems"
  30. Gems.Parent = Frame
  31. Gems.BackgroundColor3 = Color3.new(0, 0, 0)
  32. Gems.BorderColor3 = Color3.new(0, 1, 1)
  33. Gems.Position = UDim2.new(0, 0, 0, 54)
  34. Gems.Size = UDim2.new(0, 200, 0, 50)
  35. Gems.Font = Enum.Font.SourceSans
  36. Gems.FontSize = Enum.FontSize.Size14
  37. Gems.Text = "InfGems"
  38. Gems.TextColor3 = Color3.new(0, 1, 1)
  39. Gems.TextSize = 14
  40.  
  41. Kills.Name = "Kills"
  42. Kills.Parent = Frame
  43. Kills.BackgroundColor3 = Color3.new(0, 0, 0)
  44. Kills.Position = UDim2.new(0, 0, 0, 104)
  45. Kills.Size = UDim2.new(0, 200, 0, 50)
  46. Kills.Font = Enum.Font.SourceSans
  47. Kills.FontSize = Enum.FontSize.Size14
  48. Kills.Text = "Spam kill"
  49. Kills.TextColor3 = Color3.new(0, 1, 1)
  50. Kills.TextSize = 14
  51.  
  52.  
  53.  
  54.  
  55.  
  56.  
  57.  
  58.  
  59.  
  60.  
  61. A1mWorks.MouseButton1Click:Connect(function()
  62. -- /$$$$$$ /$$$$$$ /$$ /$$ /$$ /$$ /$$$$$$ /$$$$$$$ /$$ /$$ /$$$$$$ /$$$$$$ /$$
  63. -- /$$__ $$|_ $$_/| $$$ /$$$| $$ /$ | $$ /$$__ $$| $$__ $$| $$ /$$/ /$$__ $$ /$$__ $$ /$$$$
  64. -- | $$ \ $$ | $$ | $$$$ /$$$$| $$ /$$$| $$| $$ \ $$| $$ \ $$| $$ /$$/ | $$ \__/ |__/ \ $$ |_ $$
  65. -- | $$$$$$$$ | $$ | $$ $$/$$ $$| $$/$$ $$ $$| $$ | $$| $$$$$$$/| $$$$$/ | $$$$$$ /$$$$$/ | $$
  66. -- | $$__ $$ | $$ | $$ $$$| $$| $$$$_ $$$$| $$ | $$| $$__ $$| $$ $$ \____ $$ |___ $$ | $$
  67. -- | $$ | $$ | $$ | $$\ $ | $$| $$$/ \ $$$| $$ | $$| $$ \ $$| $$\ $$ /$$ \ $$ /$$ \ $$ | $$
  68. -- | $$ | $$ /$$$$$$| $$ \/ | $$| $$/ \ $$| $$$$$$/| $$ | $$| $$ \ $$| $$$$$$/ | $$$$$$//$$ /$$$$$$
  69. -- |__/ |__/|______/|__/ |__/|__/ \__/ \______/ |__/ |__/|__/ \__/ \______/ \______/|__/|______/
  70. -- "IT ACTUALLY WORKS THIS TIME"
  71.  
  72.  
  73. -- AIMWORKS 3.1: NEARLY DECENT..
  74. -- THE GREATEST AIMBOT ON ROBLOX
  75. -- AND PROBABLY THE BUGGIEST TOO
  76. -- BUT WHATEVER IT'S GOOD ENOUGH
  77. -- WRITTEN BY UNREAL AND SCAPTER
  78. -- THANKS AUSTIN, CACA22, SAFAZI
  79. -- THANKS THETRUERIAS TOO UR GR8
  80. -- THANKS FOR CHOOSING FAZE SHIT
  81. -- SHOUTOUT TO CHROME/XETRICS XD
  82.  
  83. -- i should probably be using userinputservice
  84. -- tbh i shud probably get working on proper FOV stuffs
  85. -- prune dead vars
  86. -- FOV restrictions
  87. -- ESPP :D(Chams - Scap)
  88.  
  89. -- 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),
  90.  
  91. local accuracy = 80
  92. local aimkey = "f"
  93. local toggle_teamcheck = "h" --Ez-Pz Fix so people don't have to rejoin on FFA/TDM Games.
  94. local headshot = 35
  95. local ignoreFOV = true
  96. local ignoreWalls = true
  97. local perfect_aim = true
  98. local perfect_aim_firstperson_distance = 28
  99. local rage_triggers = false --Elysian Only
  100. local RenderLassos = true
  101. local ShootingTeam = false -- will target neutral people anyways XDDD
  102. local SpreadControlRadius = Vector3.new(25, 25, 15) -- 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
  103. local trigger_speed = 0.1
  104. local triggers = false --Elysian Only
  105. local Chams = false --Buggy
  106.  
  107. --Player Whitelist(People who don't get shot at.)
  108. local Whitelist = {"ihanks", "Lua_Environment", "like_clockwork", "Gin_Freecs", "AimWorks"}
  109. for i,v in pairs(game.Players:GetChildren()) do --Adds anyone in-game who's friends with the Currenet player into the list.
  110. if game.Players.LocalPlayer:IsFriendsWith(v.userId) then
  111. table.insert(Whitelist, v.Name)
  112. end
  113. end
  114.  
  115. game.Players.PlayerAdded:connect(function(player) --Adds friends to whitelist if they're just joining the game.
  116. if game.Players.LocalPlayer:IsFriendsWith(player.userId) then
  117. table.insert(Whitelist, player.Name)
  118. end
  119. end)
  120.  
  121. -- todo --
  122. _G.SwordFightMode = false -- stuff that i am testing goes in _G. so i can toggle it
  123.  
  124. -- aim engine vars
  125. -- todo: more priorities
  126. -- prune dead vars
  127. local aim_through_list = {nil, nil, nil}
  128. local bone_name
  129. local camera = workspace.CurrentCamera
  130. local closest_distance
  131. local deathBlock
  132. local distance
  133. local FilteringEnabled = workspace.FilteringEnabled
  134. local huge = math.huge
  135. local in_fov
  136. local lasso
  137. local localplayer = game:GetService("Players").LocalPlayer
  138. local most_viable_player
  139. local mouse = localplayer:GetMouse()
  140. local CreatorId = game.CreatorId
  141. local players_service = game:GetService("Players")
  142. local position
  143. local random = math.random
  144. local ray = Ray.new
  145. local ray_start
  146. local running = true
  147. local sleeping
  148. local target
  149. local tele_bone
  150. local targ_bone
  151. local ticksslept = 0
  152. local trigger_debounce
  153. local vector
  154. local viableplayers = {}
  155.  
  156. 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
  157.  
  158. if not search_directory then return end
  159.  
  160. for i, v in pairs(search_directory:GetChildren()) do
  161. if v.className == instance_className then
  162. return(v)
  163. end
  164. end
  165.  
  166. end
  167.  
  168. local function CreateBlockOfDeath()
  169.  
  170. if deathBlock then deathBlock:Destroy() end
  171.  
  172. deathBlock = Instance.new("Part", workspace)
  173. deathBlock.CanCollide = false
  174. deathBlock.Size = SpreadControlRadius
  175. deathBlock.Locked = true
  176. mouse.TargetFilter = deathBlock
  177. return deathBlock -- unnecessary
  178.  
  179. end -- Finished
  180.  
  181. local function ReturnsScreenCoordinatesAsVectorAndFOVChecksAsBool(player, bone) -- note: figure out what i wanted to do with datas in here
  182.  
  183. if not bone then
  184. return {_, false}
  185. end
  186.  
  187. return camera:WorldToScreenPoint(player.Character[bone].Position)
  188.  
  189. end
  190.  
  191. local function ReturnsPlayerCheckResults(player)
  192.  
  193. -- 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.
  194. if not ShootingTeam then -- if not shooting teammates
  195. if player.TeamColor == localplayer.TeamColor then -- if we're not shooting teammates and they're teammates
  196. if not (player.Neutral and localplayer.Neutral) then -- if we're not shooting teammates and they're teammates and they're not neutral
  197. return false
  198. end
  199. end
  200. end
  201.  
  202. --Read through player 'Whitelist'
  203. for i,v in pairs(Whitelist) do
  204. if player.Name == v then
  205. return false
  206. end
  207. end
  208.  
  209. -- Checks if person is yourself.
  210. if player == localplayer then
  211. return false
  212. end
  213.  
  214. -- Checks if the player can be hurt.
  215. if FindInstance("ForceField", player.Character) or FindInstance("Humanoid", player.Character, true).MaxHealth == huge then
  216. return false
  217. end
  218.  
  219. -- Checks if they're dead.
  220. if FindInstance("Humanoid", player.Character, true).Health == 0 then
  221. return false
  222. end
  223.  
  224. -- Checks if person is in FOV.
  225. local screen_position, in_fov = ReturnsScreenCoordinatesAsVectorAndFOVChecksAsBool(player, "Torso")
  226. if not (in_fov or ignoreFOV) then
  227. return false
  228. else
  229. return player, screen_position
  230. end
  231.  
  232. end
  233.  
  234. local function ReturnsBoneOrFalse(player)
  235.  
  236. if perfect_aim then
  237. return (FilteringEnabled and "Head" or "Left Arm") -- should be Head or left arm
  238. end
  239.  
  240. if not (random(1, 100) <= accuracy) then
  241. return false
  242. end
  243.  
  244. if (random(1, 100) <= headshot) and FilteringEnabled then
  245. return "Head"
  246. end
  247.  
  248. return "Left Arm" -- should be left arm
  249.  
  250. end
  251.  
  252.  
  253. -- rewrite for cursor distance checks then optimize
  254. local function ReturnsViablePlayerOrNil() -- this is a clusterfuck i should probably branch this off into more functions... especially one for raycasting
  255. aim_through_list[1], aim_through_list[2] = deathBlock, localplayer.Character
  256. local distance = 1000
  257. local closest_distance = 1000
  258. local most_viable_player = nil
  259.  
  260. -- FPS optimizations for shitty pcs... should more than double FPS in some situations. not really necessary for me :D..
  261. -- if sleeping and ticksslept ~= 15 then
  262. -- ticksslept = ticksslept + 1
  263. -- return target
  264. -- end
  265.  
  266. local your_character = localplayer.Character
  267. local your_head = your_character and your_character:FindFirstChild "Head"
  268.  
  269. for i, player_being_checked in pairs(players_service:GetPlayers()) do -- getplayers is underrated
  270.  
  271. local player_or_false, targets_coordinates = ReturnsPlayerCheckResults(player_being_checked)
  272.  
  273. if player_or_false then
  274.  
  275. local char = player_being_checked.Character
  276. local target_torso = char and char:FindFirstChild "Torso" -- where the ray will aim/shoot for
  277.  
  278. if target_torso then
  279.  
  280. -- phantom fuckery tbh
  281. -- aim ahead (why arent we just taking advantage of ignorerays austin tf) of gun sights... Swag :O
  282. if (camera.Focus.p - camera.CoordinateFrame.p).magnitude <= 1 then
  283. ray_start = your_head.Position + your_head.CFrame.lookVector * 10 + Vector3.new(0, 3, 0)
  284. else
  285. ray_start = your_head.Position + Vector3.new(0, 2, 0)
  286. end
  287.  
  288. -- ray_start = your_head.Position + your_head.CFrame.lookVector * 10 + Vector3.new(0, 3, 0) -- doododoo do DOODODOododoDoERFAhaagr
  289.  
  290. if not targets_coordinates then -- unnecessary rn
  291. distance = (Vector2.new(targets_coordinates.X, targets_coordinates.Y) - Vector2.new(mouse.X, mouse.Y)).magnitude -- broken
  292. else
  293. distance = (Vector2.new(targets_coordinates.X, targets_coordinates.Y) - Vector2.new(mouse.X, mouse.Y)).magnitude
  294. end
  295. vector = (target_torso.Position - ray_start)
  296.  
  297. -- distance = vector -- bug
  298.  
  299. if (not targets_coordinates) or (distance <= closest_distance) then
  300.  
  301. -- create ray that starts at 'ray_start' and points towards the target
  302. local new_ray = ray(ray_start, vector.unit * 1000) -- "fire" ray and make sure to ignore our own character
  303. 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
  304.  
  305. if (hit and hit:isDescendantOf(char)) or ignoreWalls then
  306. -- only change closest_distance if the target character is visible
  307. closest_distance = distance
  308. most_viable_player = player_being_checked
  309. end -- hit or ignore walls
  310.  
  311. end -- meets distance or no priority
  312.  
  313. end -- closes player_or_false
  314.  
  315. end -- closes player_or_false check
  316. end -- closes table loop
  317.  
  318. blockName = ReturnsBoneOrFalse(most_viable_player)
  319. sleeping = true
  320. return most_viable_player
  321.  
  322. end -- closes function
  323.  
  324.  
  325. function CreateChams()
  326. if Chams then
  327. for i,v in pairs(camera:GetChildren()) do
  328. v:Destroy()
  329. end
  330. for q,player in pairs(game.Players:GetPlayers()) do
  331. if player.Character.Head:FindFirstChild("face") then
  332. player.Character.Head.face:Destroy()
  333. end
  334. if player.Character.Head:FindFirstChild("BoxHandleAdornment") then
  335. local ESP = false
  336. else
  337. if player.Name ~= localplayer.Name then
  338. for i,v in pairs(player.Character:GetChildren()) do
  339. if v:IsA("BasePart") then
  340. if v.Name ~= "Head" then
  341. local fakeChams = Instance.new("BoxHandleAdornment", v)
  342. local esp = Instance.new("BoxHandleAdornment", camera)
  343. for c,w in pairs(Whitelist) do
  344. if player.Name == w then
  345. esp.Color3 = Color3.new(0,0,255)
  346. esp.Adornee = v
  347. esp.AlwaysOnTop = true
  348. else
  349. if player.TeamColor == localplayer.TeamColor then
  350. esp.Color3 = Color3.new(0,255,0)
  351. esp.Adornee = v
  352. esp.AlwaysOnTop = true
  353. else
  354. if player.TeamColor ~= localplayer.TeamColor then
  355. esp.Color3 = Color3.new(255,0,0)
  356. esp.Adornee = v
  357. esp.AlwaysOnTop = true
  358. end
  359. end
  360. end
  361. end
  362. end
  363. end
  364. end
  365. end
  366. end
  367. end
  368. end
  369. end
  370.  
  371. CreateChams()
  372.  
  373. game.Workspace.ChildAdded:connect(function(child)
  374. if child:IsA("Model") or child:IsA("Folder") then
  375. CreateChams()
  376. end
  377. end)
  378.  
  379. game.Workspace.ChildRemoved:connect(function(child)
  380. if child:IsA("Model") or child:IsA("Folder") then
  381. CreateChams()
  382. end
  383. end)
  384.  
  385. game.Players.LocalPlayer.Changed:connect(function()
  386. CreateChams()
  387. end)
  388.  
  389. local function TargetPlayer(player) -- this needs to be refactored
  390.  
  391. -- not needed anymore unless you want sticky aim (this can be a good thing) or the aimbot lags you
  392. -- sticky aim would be defined as "wont instantly target another guy if they enter the screen"
  393.  
  394. -- if ticksslept == 15 then -- ok
  395. -- ticksslept = 0
  396. -- sleeping = false
  397. -- end
  398.  
  399. if aim_through_list[3] then
  400. aim_through_list[3].Position = aim_through_list[3].Position + Vector3.new(0,200,0)
  401. table.remove(aim_through_list, 3)
  402. end
  403.  
  404. if not player then -- i see this and i pretty much give up on rewriting
  405. if lasso then lasso:Destroy() lasso = nil end -- this feels wrong. i cant stand reusing code outside functions >:(
  406. target = nil
  407. lasso = Instance.new("SelectionPointLasso", camera)
  408. lasso.Humanoid, lasso.Point = FindInstance("Humanoid", localplayer.Character, true), mouse.Hit.p
  409. lasso.Color3 = Color3.new(0,255,0)
  410. return -- this one line here determines a surprising amount about how the aimbot works XD
  411. -- thats not a good thing :(
  412. end
  413.  
  414. if RenderLassos then -- should be snaplassos... always gon be lassos tbh
  415. if lasso then lasso:Destroy() lasso = nil end
  416. lasso = Instance.new("SelectionPartLasso", camera)
  417. lasso.Humanoid, lasso.Part = FindInstance("Humanoid", player.Character, true), game.Players.LocalPlayer.Character.Torso
  418. lasso.Color3 = Color3.new(0,255,0)
  419. end
  420.  
  421. bone_name = ReturnsBoneOrFalse(player)
  422.  
  423. if player.Character.Head and bone_name then
  424. -- this lets us force headshots :D
  425. tele_bone = player.Character[bone_name]
  426. tele_bone.Parent = player.Character
  427. tele_bone.Size = SpreadControlRadius
  428. tele_bone.CanCollide = false
  429. 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
  430. tele_bone.Transparency=1
  431. tele_bone:ClearAllChildren()
  432. table.insert(aim_through_list, 3, tele_bone)
  433. -- swager
  434. target = player
  435. return player
  436.  
  437. end
  438.  
  439. if bone_name then
  440. deathBlock.Parent = player.Character
  441. deathBlock.CanCollide = false
  442. deathBlock.Name = bone_name
  443. else
  444. return
  445. end
  446.  
  447. target = player
  448. return player
  449.  
  450. end
  451.  
  452.  
  453. --[[
  454.  
  455. INIT PROCESS DOCUMENTATION:
  456.  
  457. 1] CREATE DEATHBLOCK
  458. 2] MAKE DEATHBLOCK REGENERATE
  459. 3] USE BINDTORENDERSTEP TO START AIMBOT LOOP
  460. 4] DETECT KEY INPUT (WITHOUT USERINPUTSERVICE. I KNOW THAT IM LAME)
  461.  
  462. ]]--
  463.  
  464.  
  465. CreateBlockOfDeath()
  466. workspace.DescendantRemoving:connect(function(instance)
  467. if instance == deathBlock then CreateBlockOfDeath() end
  468. end)
  469. -- Keeps blockie safe :33 XD
  470.  
  471. -- test? havent tried
  472. local function shoot() -- elysian only :33333 XDd. bother jordan, not mememememe.
  473.  
  474. if not mouse1press then return end
  475.  
  476. if trigger_debounce then return end
  477.  
  478. trigger_debounce = true
  479.  
  480. if rage_triggers and mouse1press() then
  481.  
  482. mouse1press()
  483. wait(0.1)
  484. mouse1release()
  485.  
  486. elseif mouse1press then
  487.  
  488. mouse1press()
  489. wait(0)
  490. mouse1release()
  491. wait(trigger_speed)
  492.  
  493. end
  494.  
  495. trigger_debounce = false
  496.  
  497. end
  498.  
  499. -- refaactorrrr
  500. game:GetService("RunService"):BindToRenderStep("First", Enum.RenderPriority.First.Value, function() -- another clusterfuck
  501.  
  502. if running then
  503. if localplayer.Character then -- pretty sure i do this in getviableplayer lmao tbh
  504. TargetPlayer(ReturnsViablePlayerOrNil())
  505. if target and target.Character then
  506. if localplayer:GetMouse().Target == deathBlock then return end -- praise targetfilter!
  507. -- later
  508. -- deathBlock.CFrame = CFrame.new(localplayer.Character.Head.Position + (mouse.Hit.p + localplayer.Character.Head.Position).unit * 16)
  509. -- print(deathBlock)
  510. if triggers then shoot() end
  511. else
  512. deathBlock.Parent = workspace
  513. end
  514. end
  515. end
  516.  
  517. end)
  518.  
  519. local keydown = mouse.KeyDown:connect(function(keys)
  520. if (keys == aimkey) then
  521. running = not running
  522. if (running) then
  523. print("[SILENTAIM] activated.")
  524. else
  525. print("[SILENTAIM] deactivated.")
  526. end
  527. end
  528. end)
  529.  
  530. local keydowns = mouse.KeyDown:connect(function(keys)
  531. if (keys == toggle_teamcheck) then
  532. if (ShootingTeam) then
  533. print("[SILENTAIM] Team Shooting deactivated")
  534. ShootingTeam = false
  535. else
  536. print("[SILENTAIM] Team Shooting activated")
  537. ShootingTeam = true
  538. end
  539. end
  540. end)
  541. end)
  542. Gems.MouseButton1Click:Connect(function()
  543. game.Players.LocalPlayer.leaderstats.Level.Value = 200
  544. end)
  545.  
  546. Kills.MouseButtonlClick:Connect(function()
  547. print("Loading MLG HAXOR by LuaFuncX #0381")
  548. while wait() do
  549. for _,v in pairs(game.Players:GetPlayers()) do
  550. game.ReplicatedStorage.FE.Damage:FireServer(v.Character, 100, "STRYFE", true)
  551. end
  552. end
  553. end)
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