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| 1 | -- /$$$$$$ /$$$$$$ /$$ /$$ /$$ /$$ /$$$$$$ /$$$$$$$ /$$ /$$ /$$$$$$ /$$$$$$ /$$$$$$ | |
| 2 | -- /$$__ $$|_ $$_/| $$$ /$$$| $$ /$ | $$ /$$__ $$| $$__ $$| $$ /$$/ /$$__ $$ /$$__ $$ /$$__ $$ | |
| 3 | -- | $$ \ $$ | $$ | $$$$ /$$$$| $$ /$$$| $$| $$ \ $$| $$ \ $$| $$ /$$/ | $$ \__/ |__/ \ $$ |__/ \ $$ | |
| 4 | -- | $$$$$$$$ | $$ | $$ $$/$$ $$| $$/$$ $$ $$| $$ | $$| $$$$$$$/| $$$$$/ | $$$$$$ /$$$$$/ /$$$$$$/ | |
| 5 | -- | $$__ $$ | $$ | $$ $$$| $$| $$$$_ $$$$| $$ | $$| $$__ $$| $$ $$ \____ $$ |___ $$ /$$____/ | |
| 6 | -- | $$ | $$ | $$ | $$\ $ | $$| $$$/ \ $$$| $$ | $$| $$ \ $$| $$\ $$ /$$ \ $$ /$$ \ $$ | $$ | |
| 7 | -- | $$ | $$ /$$$$$$| $$ \/ | $$| $$/ \ $$| $$$$$$/| $$ | $$| $$ \ $$| $$$$$$/ | $$$$$$//$$| $$$$$$$$ | |
| 8 | -- |__/ |__/|______/|__/ |__/|__/ \__/ \______/ |__/ |__/|__/ \__/ \______/ \______/|__/|________/ | |
| 9 | -- "IT ACTUALLY WORKS THIS TIME" | |
| 10 | ||
| 11 | ||
| 12 | -- AIMWORKS 3.2: NEARLY DECENT.. | |
| 13 | -- THE GREATEST AIMBOT ON ROBLOX | |
| 14 | -- AND PROBABLY THE BUGGIEST TOO | |
| 15 | -- BUT WHATEVER IT'S GOOD ENOUGH | |
| 16 | -- WRITTEN BY UNREAL AND SCAPTER | |
| 17 | -- THANKS AUSTIN, CACA22, SAFAZI | |
| 18 | -- THANKS THETRUERIAS TOO UR GR8 | |
| 19 | -- THANKS FOR CHOOSING FAZE SHIT | |
| 20 | -- SHOUTOUT TO CHROME/XETRICS XD | |
| 21 | ||
| 22 | -- i should probably be using userinputservice | |
| 23 | -- tbh i shud probably get working on proper FOV stuffs | |
| 24 | -- prune dead vars | |
| 25 | -- FOV restrictions | |
| 26 | -- ESPP :D(Chams - Scap) | |
| 27 | ||
| 28 | -- 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), | |
| 29 | ||
| 30 | - | local accuracy = 80 |
| 30 | + | local accuracy = 100 |
| 31 | local aimkey = "f" --Disable/Enable AimWorks | |
| 32 | local toggle_teamcheck = "h" --Ez-Pz Fix so people don't have to rejoin on FFA/TDM Games. | |
| 33 | local lassokey = "q" --Disable/Enable Lasso Rendering | |
| 34 | local control = "p" --Hide/UnHide Gui | |
| 35 | - | local headshot = 35 |
| 35 | + | local headshot = 100 |
| 36 | local ignoreFOV = true | |
| 37 | local ignoreWalls = true | |
| 38 | local perfect_aim = true | |
| 39 | - | local perfect_aim_firstperson_distance = 100 |
| 39 | + | local perfect_aim_firstperson_distance = 200 |
| 40 | local rage_triggers = false --Elysian Only | |
| 41 | local RenderLassos = true | |
| 42 | local ShootingTeam = false -- will target neutral people anyways XDDD | |
| 43 | 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 | |
| 44 | local trigger_speed = 0.1 | |
| 45 | local triggers = false --Elysian Only | |
| 46 | local Chams = true --Works now!??!!? | |
| 47 | ||
| 48 | --Player Whitelist(People who don't get shot at.) | |
| 49 | local Whitelist = {"ihanks", "Lua_Environment", "like_clockwork", "Gin_Freecs", "AimWorks"}
| |
| 50 | for i,v in pairs(game.Players:GetChildren()) do --Adds anyone in-game who's friends with the Currenet player into the list. | |
| 51 | if game.Players.LocalPlayer:IsFriendsWith(v.userId) then | |
| 52 | table.insert(Whitelist, v.Name) | |
| 53 | end | |
| 54 | end | |
| 55 | ||
| 56 | game.Players.PlayerAdded:connect(function(player) --Adds friends to whitelist if they're just joining the game. | |
| 57 | if game.Players.LocalPlayer:IsFriendsWith(player.userId) then | |
| 58 | table.insert(Whitelist, player.Name) | |
| 59 | end | |
| 60 | end) | |
| 61 | ||
| 62 | -- todo -- | |
| 63 | _G.SwordFightMode = false -- stuff that i am testing goes in _G. so i can toggle it | |
| 64 | ||
| 65 | -- aim engine vars | |
| 66 | -- todo: more priorities | |
| 67 | -- prune dead vars | |
| 68 | local aim_through_list = {nil, nil, nil}
| |
| 69 | local bone_name | |
| 70 | local camera = workspace.CurrentCamera | |
| 71 | local closest_distance | |
| 72 | local deathBlock | |
| 73 | local distance | |
| 74 | local FilteringEnabled = workspace.FilteringEnabled | |
| 75 | local huge = math.huge | |
| 76 | local in_fov | |
| 77 | local lasso | |
| 78 | local localplayer = game:GetService("Players").LocalPlayer
| |
| 79 | local most_viable_player | |
| 80 | local mouse = localplayer:GetMouse() | |
| 81 | local CreatorId = game.CreatorId | |
| 82 | local players_service = game:GetService("Players")
| |
| 83 | local position | |
| 84 | local random = math.random | |
| 85 | local ray = Ray.new | |
| 86 | local ray_start | |
| 87 | local running = true | |
| 88 | local sleeping | |
| 89 | local target | |
| 90 | local tele_bone | |
| 91 | local targ_bone | |
| 92 | local ticksslept = 0 | |
| 93 | local trigger_debounce | |
| 94 | local vector | |
| 95 | local viableplayers = {}
| |
| 96 | ||
| 97 | 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 | |
| 98 | ||
| 99 | if not search_directory then return end | |
| 100 | ||
| 101 | for i, v in pairs(search_directory:GetChildren()) do | |
| 102 | if v.className == instance_className then | |
| 103 | return(v) | |
| 104 | end | |
| 105 | end | |
| 106 | ||
| 107 | end | |
| 108 | ||
| 109 | local function CreateBlockOfDeath() | |
| 110 | ||
| 111 | if deathBlock then deathBlock:Destroy() end | |
| 112 | ||
| 113 | deathBlock = Instance.new("Part", workspace)
| |
| 114 | deathBlock.CanCollide = false | |
| 115 | deathBlock.Size = SpreadControlRadius | |
| 116 | deathBlock.Locked = true | |
| 117 | mouse.TargetFilter = deathBlock | |
| 118 | return deathBlock -- unnecessary | |
| 119 | ||
| 120 | end -- Finished | |
| 121 | ||
| 122 | local function ReturnsScreenCoordinatesAsVectorAndFOVChecksAsBool(player, bone) -- note: figure out what i wanted to do with datas in here | |
| 123 | ||
| 124 | if not bone then | |
| 125 | return {_, false}
| |
| 126 | end | |
| 127 | ||
| 128 | return camera:WorldToScreenPoint(player.Character[bone].Position) | |
| 129 | ||
| 130 | end | |
| 131 | ||
| 132 | local function ReturnsPlayerCheckResults(player) | |
| 133 | ||
| 134 | -- 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. | |
| 135 | if not ShootingTeam then -- if not shooting teammates | |
| 136 | if player.TeamColor == localplayer.TeamColor then -- if we're not shooting teammates and they're teammates | |
| 137 | if not (player.Neutral and localplayer.Neutral) then -- if we're not shooting teammates and they're teammates and they're not neutral | |
| 138 | return false | |
| 139 | end | |
| 140 | end | |
| 141 | end | |
| 142 | ||
| 143 | --Read through player 'Whitelist' | |
| 144 | for i,v in pairs(Whitelist) do | |
| 145 | if player.Name == v then | |
| 146 | return false | |
| 147 | end | |
| 148 | end | |
| 149 | ||
| 150 | -- Checks if person is yourself. | |
| 151 | if player == localplayer then | |
| 152 | return false | |
| 153 | end | |
| 154 | ||
| 155 | -- Checks if the player can be hurt. | |
| 156 | if FindInstance("ForceField", player.Character) or FindInstance("Humanoid", player.Character, true).MaxHealth == huge then
| |
| 157 | return false | |
| 158 | end | |
| 159 | ||
| 160 | -- Checks if they're dead. | |
| 161 | if FindInstance("Humanoid", player.Character, true).Health == 0 then
| |
| 162 | return false | |
| 163 | end | |
| 164 | ||
| 165 | -- Checks if person is in FOV. | |
| 166 | local screen_position, in_fov = ReturnsScreenCoordinatesAsVectorAndFOVChecksAsBool(player, "Torso") | |
| 167 | if not (in_fov or ignoreFOV) then | |
| 168 | return false | |
| 169 | else | |
| 170 | return player, screen_position | |
| 171 | end | |
| 172 | ||
| 173 | end | |
| 174 | ||
| 175 | local function ReturnsBoneOrFalse(player) | |
| 176 | ||
| 177 | if perfect_aim then | |
| 178 | return (FilteringEnabled and "Head" or "Left Arm") -- should be Head or left arm | |
| 179 | end | |
| 180 | ||
| 181 | if not (random(1, 100) <= accuracy) then | |
| 182 | return false | |
| 183 | end | |
| 184 | ||
| 185 | if (random(1, 100) <= headshot) and FilteringEnabled then | |
| 186 | return "Head" | |
| 187 | end | |
| 188 | ||
| 189 | return "Left Arm" -- should be left arm | |
| 190 | ||
| 191 | end | |
| 192 | ||
| 193 | ||
| 194 | -- rewrite for cursor distance checks then optimize | |
| 195 | local function ReturnsViablePlayerOrNil() -- this is a clusterfuck i should probably branch this off into more functions... especially one for raycasting | |
| 196 | aim_through_list[1], aim_through_list[2] = deathBlock, localplayer.Character | |
| 197 | local distance = 1000 | |
| 198 | local closest_distance = 1000 | |
| 199 | local most_viable_player = nil | |
| 200 | ||
| 201 | -- FPS optimizations for shitty pcs... should more than double FPS in some situations. not really necessary for me :D.. | |
| 202 | -- if sleeping and ticksslept ~= 15 then | |
| 203 | -- ticksslept = ticksslept + 1 | |
| 204 | -- return target | |
| 205 | -- end | |
| 206 | ||
| 207 | local your_character = localplayer.Character | |
| 208 | local your_head = your_character and your_character:FindFirstChild "Head" | |
| 209 | ||
| 210 | for i, player_being_checked in pairs(players_service:GetPlayers()) do -- getplayers is underrated | |
| 211 | ||
| 212 | local player_or_false, targets_coordinates = ReturnsPlayerCheckResults(player_being_checked) | |
| 213 | ||
| 214 | if player_or_false then | |
| 215 | ||
| 216 | local char = player_being_checked.Character | |
| 217 | local target_torso = char and char:FindFirstChild "Torso" -- where the ray will aim/shoot for | |
| 218 | ||
| 219 | if target_torso then | |
| 220 | ||
| 221 | -- phantom fuckery tbh | |
| 222 | -- aim ahead (why arent we just taking advantage of ignorerays austin tf) of gun sights... Swag :O | |
| 223 | if (camera.Focus.p - camera.CoordinateFrame.p).magnitude <= 1 then | |
| 224 | ray_start = your_head.Position + your_head.CFrame.lookVector * 10 + Vector3.new(0, 3, 0) | |
| 225 | else | |
| 226 | ray_start = your_head.Position + Vector3.new(0, 2, 0) | |
| 227 | end | |
| 228 | ||
| 229 | -- ray_start = your_head.Position + your_head.CFrame.lookVector * 10 + Vector3.new(0, 3, 0) -- doododoo do DOODODOododoDoERFAhaagr | |
| 230 | ||
| 231 | if not targets_coordinates then -- unnecessary rn | |
| 232 | distance = (Vector2.new(targets_coordinates.X, targets_coordinates.Y) - Vector2.new(mouse.X, mouse.Y)).magnitude -- broken | |
| 233 | else | |
| 234 | distance = (Vector2.new(targets_coordinates.X, targets_coordinates.Y) - Vector2.new(mouse.X, mouse.Y)).magnitude | |
| 235 | end | |
| 236 | vector = (target_torso.Position - ray_start) | |
| 237 | ||
| 238 | -- distance = vector -- bug | |
| 239 | ||
| 240 | if (not targets_coordinates) or (distance <= closest_distance) then | |
| 241 | ||
| 242 | -- create ray that starts at 'ray_start' and points towards the target | |
| 243 | local new_ray = ray(ray_start, vector.unit * 1000) -- "fire" ray and make sure to ignore our own character | |
| 244 | 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 | |
| 245 | ||
| 246 | if (hit and hit:isDescendantOf(char)) or ignoreWalls then | |
| 247 | -- only change closest_distance if the target character is visible | |
| 248 | closest_distance = distance | |
| 249 | most_viable_player = player_being_checked | |
| 250 | end -- hit or ignore walls | |
| 251 | ||
| 252 | end -- meets distance or no priority | |
| 253 | ||
| 254 | end -- closes player_or_false | |
| 255 | ||
| 256 | end -- closes player_or_false check | |
| 257 | end -- closes table loop | |
| 258 | ||
| 259 | blockName = ReturnsBoneOrFalse(most_viable_player) | |
| 260 | sleeping = true | |
| 261 | return most_viable_player | |
| 262 | ||
| 263 | end -- closes function | |
| 264 | ||
| 265 | ||
| 266 | function CreateChams() | |
| 267 | if Chams then | |
| 268 | for _,q in pairs(camera:GetChildren()) do | |
| 269 | if q:IsA("BoxHandleAdornment") then
| |
| 270 | q:Destroy() | |
| 271 | end | |
| 272 | end | |
| 273 | for _,v in pairs(game.Players:GetChildren()) do | |
| 274 | if v.Name ~= game.Players.LocalPlayer.Name and v.Character then | |
| 275 | for _,c in pairs(v.Character:GetChildren()) do | |
| 276 | if c.Name ~= "Head" and c:IsA("BasePart") then
| |
| 277 | for _,p in pairs(Whitelist) do | |
| 278 | if v.TeamColor == game.Players.LocalPlayer.TeamColor or v.Name == p then | |
| 279 | local esp = Instance.new("BoxHandleAdornment", camera)
| |
| 280 | esp.Color3 = Color3.new(0, 255, 0) | |
| 281 | esp.Size = c.Size | |
| 282 | esp.AlwaysOnTop = true | |
| 283 | esp.ZIndex = 1 | |
| 284 | esp.Adornee = c | |
| 285 | elseif v.TeamColor ~= game.Players.LocalPlayer.TeamColor then | |
| 286 | local esp = Instance.new("BoxHandleAdornment", camera)
| |
| 287 | esp.Color3 = Color3.new(255, 0, 0) | |
| 288 | esp.Size = c.Size | |
| 289 | esp.AlwaysOnTop = true | |
| 290 | esp.ZIndex = 1 | |
| 291 | esp.Adornee = c | |
| 292 | end | |
| 293 | end | |
| 294 | end | |
| 295 | end | |
| 296 | end | |
| 297 | end | |
| 298 | end | |
| 299 | end | |
| 300 | ||
| 301 | CreateChams() | |
| 302 | ||
| 303 | game.Workspace.ChildAdded:connect(function(child) | |
| 304 | if child:IsA("Model") or child:IsA("Folder") or child:IsA("BasePart") then
| |
| 305 | CreateChams() | |
| 306 | end | |
| 307 | end) | |
| 308 | ||
| 309 | game.Workspace.ChildRemoved:connect(function(child) | |
| 310 | if child:IsA("Model") or child:IsA("Folder") then
| |
| 311 | CreateChams() | |
| 312 | end | |
| 313 | end) | |
| 314 | ||
| 315 | game.Players.LocalPlayer.Changed:connect(function() | |
| 316 | CreateChams() | |
| 317 | end) | |
| 318 | ||
| 319 | local function TargetPlayer(player) -- this needs to be refactored | |
| 320 | ||
| 321 | -- not needed anymore unless you want sticky aim (this can be a good thing) or the aimbot lags you | |
| 322 | -- sticky aim would be defined as "wont instantly target another guy if they enter the screen" | |
| 323 | ||
| 324 | -- if ticksslept == 15 then -- ok | |
| 325 | -- ticksslept = 0 | |
| 326 | -- sleeping = false | |
| 327 | -- end | |
| 328 | ||
| 329 | if aim_through_list[3] then | |
| 330 | aim_through_list[3].Position = aim_through_list[3].Position + Vector3.new(0,200,0) | |
| 331 | table.remove(aim_through_list, 3) | |
| 332 | end | |
| 333 | ||
| 334 | if not player then -- i see this and i pretty much give up on rewriting | |
| 335 | if lasso then lasso:Destroy() lasso = nil end -- this feels wrong. i cant stand reusing code outside functions >:( | |
| 336 | target = nil | |
| 337 | lasso = Instance.new("SelectionPointLasso", camera)
| |
| 338 | lasso.Humanoid, lasso.Point = FindInstance("Humanoid", localplayer.Character, true), mouse.Hit.p
| |
| 339 | lasso.Color3 = Color3.new(0,255,0) | |
| 340 | return -- this one line here determines a surprising amount about how the aimbot works XD | |
| 341 | -- thats not a good thing :( | |
| 342 | end | |
| 343 | ||
| 344 | if RenderLassos then -- should be snaplassos... always gon be lassos tbh | |
| 345 | if lasso then lasso:Destroy() lasso = nil end | |
| 346 | lasso = Instance.new("SelectionPartLasso", camera)
| |
| 347 | lasso.Humanoid, lasso.Part = FindInstance("Humanoid", player.Character, true), game.Players.LocalPlayer.Character.Torso
| |
| 348 | lasso.Color3 = Color3.new(0,255,0) | |
| 349 | end | |
| 350 | ||
| 351 | bone_name = ReturnsBoneOrFalse(player) | |
| 352 | ||
| 353 | if player.Character.Head and bone_name then | |
| 354 | -- this lets us force headshots :D | |
| 355 | tele_bone = player.Character[bone_name] | |
| 356 | tele_bone.Parent = player.Character | |
| 357 | tele_bone.Size = SpreadControlRadius | |
| 358 | tele_bone.CanCollide = false | |
| 359 | 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 | |
| 360 | tele_bone.Transparency=1 | |
| 361 | tele_bone:ClearAllChildren() | |
| 362 | table.insert(aim_through_list, 3, tele_bone) | |
| 363 | -- swager | |
| 364 | target = player | |
| 365 | return player | |
| 366 | ||
| 367 | end | |
| 368 | ||
| 369 | if bone_name then | |
| 370 | deathBlock.Parent = player.Character | |
| 371 | deathBlock.CanCollide = false | |
| 372 | deathBlock.Name = bone_name | |
| 373 | else | |
| 374 | return | |
| 375 | end | |
| 376 | ||
| 377 | target = player | |
| 378 | return player | |
| 379 | ||
| 380 | end | |
| 381 | ||
| 382 | ||
| 383 | --[[ | |
| 384 | ||
| 385 | INIT PROCESS DOCUMENTATION: | |
| 386 | ||
| 387 | 1] CREATE DEATHBLOCK | |
| 388 | 2] MAKE DEATHBLOCK REGENERATE | |
| 389 | 3] USE BINDTORENDERSTEP TO START AIMBOT LOOP | |
| 390 | 4] DETECT KEY INPUT (WITHOUT USERINPUTSERVICE. I KNOW THAT IM LAME) | |
| 391 | ||
| 392 | ]]-- | |
| 393 | ||
| 394 | ||
| 395 | CreateBlockOfDeath() | |
| 396 | workspace.DescendantRemoving:connect(function(instance) | |
| 397 | if instance == deathBlock then CreateBlockOfDeath() end | |
| 398 | end) | |
| 399 | -- Keeps blockie safe :33 XD | |
| 400 | ||
| 401 | -- test? havent tried | |
| 402 | local function shoot() -- elysian only :33333 XDd. bother jordan, not mememememe. | |
| 403 | ||
| 404 | if not mouse1press then return end | |
| 405 | ||
| 406 | if trigger_debounce then return end | |
| 407 | ||
| 408 | trigger_debounce = true | |
| 409 | ||
| 410 | if rage_triggers and mouse1press() then | |
| 411 | ||
| 412 | mouse1press() | |
| 413 | wait(0.1) | |
| 414 | mouse1release() | |
| 415 | ||
| 416 | elseif mouse1press then | |
| 417 | ||
| 418 | mouse1press() | |
| 419 | wait(0) | |
| 420 | mouse1release() | |
| 421 | wait(trigger_speed) | |
| 422 | ||
| 423 | end | |
| 424 | ||
| 425 | trigger_debounce = false | |
| 426 | ||
| 427 | end | |
| 428 | ||
| 429 | -- refaactorrrr | |
| 430 | game:GetService("RunService"):BindToRenderStep("First", Enum.RenderPriority.First.Value, function() -- another clusterfuck
| |
| 431 | ||
| 432 | if running then | |
| 433 | if localplayer.Character then -- pretty sure i do this in getviableplayer lmao tbh | |
| 434 | TargetPlayer(ReturnsViablePlayerOrNil()) | |
| 435 | if target and target.Character then | |
| 436 | if localplayer:GetMouse().Target == deathBlock then return end -- praise targetfilter! | |
| 437 | -- later | |
| 438 | -- deathBlock.CFrame = CFrame.new(localplayer.Character.Head.Position + (mouse.Hit.p + localplayer.Character.Head.Position).unit * 16) | |
| 439 | -- print(deathBlock) | |
| 440 | if triggers then shoot() end | |
| 441 | else | |
| 442 | deathBlock.Parent = workspace | |
| 443 | end | |
| 444 | end | |
| 445 | end | |
| 446 | ||
| 447 | end) | |
| 448 | ||
| 449 | local Keys = Instance.new("ScreenGui", game.Players.LocalPlayer.PlayerGui)
| |
| 450 | Keys.Name = "AimWorks Container" | |
| 451 | local Frame = Instance.new("Frame", Keys)
| |
| 452 | Frame.Name = "Holder" | |
| 453 | Frame.BackgroundColor3 = Color3.new(62/255, 62/255, 62/255) | |
| 454 | Frame.BackgroundTransparency = 0.3 | |
| 455 | Frame.BorderSizePixel = 2 | |
| 456 | Frame.BorderColor3 = Color3.new(255,255,255) | |
| 457 | Frame.Size = UDim2.new(0, 200, 0, 300) | |
| 458 | Frame.Position = UDim2.new(0, 0, 0.5, 0) | |
| 459 | local Aim = Instance.new("TextLabel", Frame)
| |
| 460 | Aim.BackgroundTransparency = 1 | |
| 461 | Aim.Size = UDim2.new(0, 200, 0, 100) | |
| 462 | Aim.FontSize = "Size32" | |
| 463 | Aim.Font = "SourceSans" | |
| 464 | Aim.Text = " Rendering Lassos: "..tostring(RenderLassos).." \n Key: "..lassokey | |
| 465 | Aim.TextColor3 = Color3.new(255, 255, 255) | |
| 466 | Aim.TextXAlignment = "Left" | |
| 467 | Aim.TextStrokeTransparency = 0 | |
| 468 | Aim.TextYAlignment = "Top" | |
| 469 | Aim.TextWrapped = true | |
| 470 | local Team = Instance.new("TextLabel", Frame)
| |
| 471 | Team.Position = UDim2.new(0, 0, 0, 100) | |
| 472 | Team.BackgroundTransparency = 1 | |
| 473 | Team.Size = UDim2.new(0, 200, 0, 100) | |
| 474 | Team.FontSize = "Size32" | |
| 475 | Team.Font = "SourceSans" | |
| 476 | Team.Text = " Team Check: \n "..tostring(ShootingTeam).." \n Key: "..toggle_teamcheck | |
| 477 | Team.TextColor3 = Color3.new(255, 255, 255) | |
| 478 | Team.TextXAlignment = "Left" | |
| 479 | Team.TextStrokeTransparency = 0 | |
| 480 | Team.TextYAlignment = "Top" | |
| 481 | Team.TextWrapped = true | |
| 482 | local Run = Instance.new("TextLabel", Frame)
| |
| 483 | Run.Position = UDim2.new(0, 0, 0, 200) | |
| 484 | Run.BackgroundTransparency = 1 | |
| 485 | Run.Size = UDim2.new(0, 200, 0, 100) | |
| 486 | Run.FontSize = "Size32" | |
| 487 | Run.Font = "SourceSans" | |
| 488 | Run.Text = " Running: "..tostring(running).." \n Key: "..aimkey | |
| 489 | Run.TextColor3 = Color3.new(255, 255, 255) | |
| 490 | Run.TextXAlignment = "Left" | |
| 491 | Run.TextStrokeTransparency = 0 | |
| 492 | Run.TextYAlignment = "Top" | |
| 493 | Run.TextWrapped = true | |
| 494 | ||
| 495 | local keydown = mouse.KeyDown:connect(function(keys) | |
| 496 | if (keys == aimkey) then | |
| 497 | running = not running | |
| 498 | if (running) then | |
| 499 | print("[SILENTAIM] activated.")
| |
| 500 | Run.Text = " Running: "..tostring(running).." \n Key: "..aimkey | |
| 501 | else | |
| 502 | print("[SILENTAIM] deactivated.")
| |
| 503 | Run.Text = " Running: "..tostring(running).." \n Key: "..aimkey | |
| 504 | end | |
| 505 | end | |
| 506 | end) | |
| 507 | ||
| 508 | local keydowns = mouse.KeyDown:connect(function(keys) | |
| 509 | if (keys == toggle_teamcheck) then | |
| 510 | if (ShootingTeam) then | |
| 511 | print("[SILENTAIM] Team Shooting deactivated")
| |
| 512 | ShootingTeam = false | |
| 513 | Team.Text = " Team Check: \n "..tostring(ShootingTeam).." \n Key: "..toggle_teamcheck | |
| 514 | else | |
| 515 | print("[SILENTAIM] Team Shooting activated")
| |
| 516 | ShootingTeam = true | |
| 517 | Team.Text = " Team Check: \n "..tostring(ShootingTeam).." \n Key: "..toggle_teamcheck | |
| 518 | end | |
| 519 | end | |
| 520 | end) | |
| 521 | ||
| 522 | local keydowns = mouse.KeyDown:connect(function(keys) | |
| 523 | if (keys == lassokey) then | |
| 524 | if (RenderLassos) then | |
| 525 | print("[SILENTAIM] No Longer Rendering Lassos")
| |
| 526 | RenderLassos = false | |
| 527 | Aim.Text = " Rendering Lassos: "..tostring(RenderLassos).." \n Key: "..lassokey | |
| 528 | else | |
| 529 | print("[SILENTAIM] Rendering Lassos")
| |
| 530 | RenderLassos = true | |
| 531 | Aim.Text = " Rendering Lassos: "..tostring(RenderLassos).." \n Key: "..lassokey | |
| 532 | end | |
| 533 | end | |
| 534 | end) | |
| 535 | ||
| 536 | local keydowns = mouse.KeyDown:connect(function(keys) | |
| 537 | if (keys == control) then | |
| 538 | if (Frame.Visible == true) then | |
| 539 | Frame.Visible = false | |
| 540 | else | |
| 541 | Frame.Visible = true | |
| 542 | end | |
| 543 | end | |
| 544 | end) |