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haxxxxx

a guest Sep 19th, 2019 91 in 331 days
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  1. --Updated aimbot it will now work!
  2. ESP = true --Do you want ESP?
  3. Aimbot = true --Do you want Aimbot?
  4. IgnoreWalls = true --Do you want to shoot through walls?
  5. _G.Legit = false --Do you always want to shoot headshots?
  6. BeepEffect = true --Do you want it to make a sound when someone comes close to you from behind?
  7. BeepSound = 138081500 --What sound do you want to play when someone comes behind you (BeepEffect must be enabled for it to work)
  8. BeepSize = 8 --How large should the red dot be?
  9. BeepVolume = 5 --Max volume for the SoundID(1 is max, 0 is nothing.)
  10. TimeDelay = 6 --If you look at the person it won't beep again until the timedelay is up (BeepEffect must be enabled)
  11. SoundDelay = 2 --Time before a new sound is played. (Useful if many people spawn on the same person so you won't hear 999 beeps)
  12. DetectionTime = 1 --How long should you wait to make sure the person is looking at you to beep?
  13. BehindDetectionTime = 3 --How long should you wait to check if the person is behind you?
  14.  
  15. Sniper = {"INTERVENTION", "REMINGTON 700", "AWS", "L115A3", "MOSIN NAGANT", "OBREZ"}
  16. SpecialSniper = {"BFG 50", "SFG 50"}
  17. WeakSniper = {"MK11", "SKS", "SCAR SSR", "DRAGUNOV SVU", "HENRY 45-70"}
  18. SMG = {"SCAR-H", "AG-3", "M4A1", "G36C", "M4", "L22", "SCAR PDW", "SR-3M", "P90", "AUG A3 PARA", "AK12", "AN-94", "AS VAL", "SCAR-L", "AUG A1", "M16A4", "G36", "M16A3", "AUG A2", "FAMAS", "AK44", "AUG A3", "L85A2", "HONEY BADGER", "AK74", "AKM", "M231"}
  19. WeakSMG = {"MP5K", "UMP45", "MP7", "MAC10", "MP5", "COLT SMG 635", "MP5SD", "MP10", "MP5/10", "KRISS VECTOR"}
  20. ShotGun = {"REMINGTON 870", "KSG 12", "KS-23M", "SERBU SHOTGUN"}
  21. LMG = {"COLT LMG", "M60", "AUG HBAR", "MG36", "L86 LSW", "RPK", "SCAR HAMR", "RPK74"}
  22. Other = {"M9", "GLOCK 17", "M1911", "DEAGLE 44", "GLOCK 18", "M93R", "TEC9", "MP412 REX"}
  23. Melee = {"KNIFE", "MACHETE"}
  24.  
  25. warn("Version: 1.0.0, Welcome To Project Bear's ESP, Report bugs to the Project Bear Discord.")
  26.  
  27.  
  28. local camera = workspace.CurrentCamera
  29. local ScreenX, ScreenY = workspace.CurrentCamera.ViewportSize.X, workspace.CurrentCamera.ViewportSize.Y
  30. local inversePi = 1 / math.pi
  31. _G.FOV = 9
  32. local magic = _G.FOV*inversePi
  33. _G.ignoreFOV = false
  34. local aim_through_list = {nil, nil, nil}
  35. local distance
  36. local ignore
  37. local distance2
  38. Pixels = ScreenX * ScreenY
  39. local mouse = game:GetService("Players").LocalPlayer:GetMouse()
  40. Radius = math.sqrt(Pixels*magic)
  41. local viable
  42. local your_head = game:GetService("Players").LocalPlayer.Character:FindFirstChild("Head")
  43. local ray_start
  44. local vector
  45. _G.ignoreWalls = true
  46. _G.ShootingTeam = false
  47. local enabled = false
  48. local target
  49.  
  50.  
  51. local function ReturnF(player, bone)
  52. if not bone and player.Character:FindFirstChild(bone) then
  53. return {_, false}
  54. end
  55. return camera:WorldToScreenPoint(player.Character[bone].Position)
  56. end
  57. local function checksight(player)
  58. local screen_position, in_fov = ReturnF(player, "Head") -- end my life
  59. if not (in_fov or _G.ignoreFOV) then
  60. return false
  61. else -- bug here with fov checks
  62. if (not _G.ignoreFOV) and (_G.FOV~=-1) then
  63. local distance2 = (Vector2.new(screen_position.X, screen_position.Y) - Vector2.new(mouse.X, mouse.Y)).magnitude
  64. if distance2<=Radius then
  65. return player, screen_position
  66. end
  67. return false
  68. else
  69. return player, screen_position
  70. end
  71. end
  72. end
  73.  
  74.  
  75. local function ViableP()
  76. aim_through_list[1] = game:GetService("Players").LocalPlayer.Character
  77. local distance = 1000
  78. local closest_distance = 1000
  79. local most_viable_player = nil
  80. for i, player_being_checked in pairs(game:GetService("Players"):GetPlayers()) do
  81. local player_or_false, targets_coordinates = checksight(player_being_checked)
  82. if (player_or_false) then
  83. local char = player_being_checked.Character
  84. local target_torso = char and char:FindFirstChild "Torso"
  85. if (camera.Focus.p - camera.CoordinateFrame.p).magnitude <= 1 then
  86. ray_start = your_head.Position + your_head.CFrame.lookVector * 16 + Vector3.new(0, 4, 0)
  87. else
  88. ray_start = your_head.Position + Vector3.new(0, 4, 0)
  89. end
  90. if not targets_coordinates then
  91. distance = (Vector2.new(targets_coordinates.X, targets_coordinates.Y) - Vector2.new(mouse.X, mouse.Y)).magnitude
  92. else
  93. distance = (Vector2.new(targets_coordinates.X, targets_coordinates.Y) - Vector2.new(mouse.X, mouse.Y)).magnitude
  94. end
  95. vector = (target_torso.Position - ray_start)
  96. if char:FindFirstChild("Head") then
  97. if (not targets_coordinates) or (distance <= closest_distance) then
  98. local new_ray = Ray.new(ray_start, vector.unit * 1000) -- "fire" ray and make sure to ignore our own character
  99. 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
  100. if (hit and hit:isDescendantOf(char)) or _G.ignoreWalls then
  101. if char.HumanoidRootPart:FindFirstChild("ESP") then
  102. if char.HumanoidRootPart.ESP.Frame.BackgroundColor3 == Color3.new(1, 0.666667, 0) or char.HumanoidRootPart.ESP.Frame.BackgroundColor3 == Color3.new(0, 1, 0.498039) then
  103. closest_distance = distance
  104. most_viable_player = player_being_checked
  105. target = player_being_checked
  106. else
  107. if IgnoreWalls == false then
  108. most_viable_player = nil
  109. target = nil
  110. elseif IgnoreWalls == true then
  111. closest_distance = distance
  112. most_viable_player = player_being_checked
  113. target = player_being_checked
  114.  
  115. end
  116. end
  117. else
  118.  
  119. if IgnoreWalls == false then
  120. most_viable_player = nil
  121. target = nil
  122. elseif IgnoreWalls == true then
  123. closest_distance = distance
  124. most_viable_player = player_being_checked
  125. target = player_being_checked
  126.  
  127. end
  128.  
  129. end
  130. else
  131. most_viable_player = nil
  132. target = nil
  133. end -- hit or ignore walls
  134. end -- meets distance or no priority
  135. end
  136. end
  137. end
  138. return most_viable_player
  139. end
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