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| 1 | if getgenv().Aiming then return getgenv().Aiming end | |
| 2 | ||
| 3 | -- // Services | |
| 4 | local Players = game:GetService("Players")
| |
| 5 | local Workspace = game:GetService("Workspace")
| |
| 6 | local GuiService = game:GetService("GuiService")
| |
| 7 | local RunService = game:GetService("RunService")
| |
| 8 | ||
| 9 | -- // Vars | |
| 10 | local Heartbeat = RunService.Heartbeat | |
| 11 | local LocalPlayer = Players.LocalPlayer | |
| 12 | local CurrentCamera = Workspace.CurrentCamera | |
| 13 | local Mouse = LocalPlayer:GetMouse() | |
| 14 | ||
| 15 | -- // Optimisation Vars (ugly) | |
| 16 | local Drawingnew = Drawing.new | |
| 17 | local Color3fromRGB = Color3.fromRGB | |
| 18 | local Vector2new = Vector2.new | |
| 19 | local GetGuiInset = GuiService.GetGuiInset | |
| 20 | local Randomnew = Random.new | |
| 21 | local mathfloor = math.floor | |
| 22 | local CharacterAdded = LocalPlayer.CharacterAdded | |
| 23 | local CharacterAddedWait = CharacterAdded.Wait | |
| 24 | local WorldToViewportPoint = CurrentCamera.WorldToViewportPoint | |
| 25 | local RaycastParamsnew = RaycastParams.new | |
| 26 | local EnumRaycastFilterTypeBlacklist = Enum.RaycastFilterType.Blacklist | |
| 27 | local Raycast = Workspace.Raycast | |
| 28 | local GetPlayers = Players.GetPlayers | |
| 29 | local Instancenew = Instance.new | |
| 30 | local IsDescendantOf = Instancenew("Part").IsDescendantOf
| |
| 31 | local FindFirstChildWhichIsA = Instancenew("Part").FindFirstChildWhichIsA
| |
| 32 | local FindFirstChild = Instancenew("Part").FindFirstChild
| |
| 33 | local tableremove = table.remove | |
| 34 | local tableinsert = table.insert | |
| 35 | ||
| 36 | -- // Silent Aim Vars | |
| 37 | getgenv().Aiming = {
| |
| 38 | Enabled = true, | |
| 39 | ||
| 40 | ShowFOV = false, | |
| 41 | - | FOV = 18, |
| 41 | + | FOV = 15, |
| 42 | FOVSides = 25, | |
| 43 | FOVColour = Color3fromRGB(255, 255, 255), | |
| 44 | ||
| 45 | VisibleCheck = true, | |
| 46 | ||
| 47 | HitChance = 100, | |
| 48 | ||
| 49 | Selected = nil, | |
| 50 | SelectedPart = nil, | |
| 51 | ||
| 52 | - | TargetPart = {"Head", "LeftHand", "RightHand", "LeftLowerArm", "RightLowerArm", "LeftUpperArm", "RightUpperArm", "LeftFoot", "LeftLowerLeg", "UpperTorso", "LeftUpperLeg", "RightLowerLeg", "RightFoot", "LowerTorso", "RightUpperLeg"},
|
| 52 | + | TargetPart = {"Head", "UpperTorso", "LowerTorso", "RightFoot", "LeftFoot"},
|
| 53 | ||
| 54 | Ignored = {
| |
| 55 | Teams = {
| |
| 56 | {
| |
| 57 | Team = LocalPlayer.Team, | |
| 58 | TeamColor = LocalPlayer.TeamColor, | |
| 59 | }, | |
| 60 | }, | |
| 61 | Players = {
| |
| 62 | LocalPlayer, | |
| 63 | 91318356 | |
| 64 | } | |
| 65 | } | |
| 66 | } | |
| 67 | local Aiming = getgenv().Aiming | |
| 68 | ||
| 69 | -- // Create circle | |
| 70 | local circle = Drawingnew("Circle")
| |
| 71 | circle.Transparency = 0.4 | |
| 72 | circle.Thickness = 0.8 | |
| 73 | circle.Color = Aiming.FOVColour | |
| 74 | circle.Filled = false | |
| 75 | Aiming.FOVCircle = circle | |
| 76 | ||
| 77 | -- // Update | |
| 78 | function Aiming.UpdateFOV() | |
| 79 | -- // Make sure the circle exists | |
| 80 | if not (circle) then | |
| 81 | return | |
| 82 | end | |
| 83 | ||
| 84 | -- // Set Circle Properties | |
| 85 | circle.Visible = Aiming.ShowFOV | |
| 86 | circle.Radius = (Aiming.FOV * 3) | |
| 87 | circle.Position = Vector2new(Mouse.X, Mouse.Y + GetGuiInset(GuiService).Y) | |
| 88 | circle.NumSides = Aiming.FOVSides | |
| 89 | circle.Color = Aiming.FOVColour | |
| 90 | ||
| 91 | -- // Return circle | |
| 92 | return circle | |
| 93 | end | |
| 94 | ||
| 95 | -- // Custom Functions | |
| 96 | local CalcChance = function(percentage) | |
| 97 | -- // Floor the percentage | |
| 98 | percentage = mathfloor(percentage) | |
| 99 | ||
| 100 | -- // Get the chance | |
| 101 | local chance = mathfloor(Randomnew().NextNumber(Randomnew(), 0, 1) * 100) / 100 | |
| 102 | ||
| 103 | -- // Return | |
| 104 | return chance <= percentage / 100 | |
| 105 | end | |
| 106 | ||
| 107 | -- // Customisable Checking Functions: Is a part visible | |
| 108 | function Aiming.IsPartVisible(Part, PartDescendant) | |
| 109 | -- // Vars | |
| 110 | local Character = LocalPlayer.Character or CharacterAddedWait(CharacterAdded) | |
| 111 | local Origin = CurrentCamera.CFrame.Position | |
| 112 | local _, OnScreen = WorldToViewportPoint(CurrentCamera, Part.Position) | |
| 113 | ||
| 114 | -- // | |
| 115 | if (OnScreen) then | |
| 116 | -- // Vars | |
| 117 | local raycastParams = RaycastParamsnew() | |
| 118 | raycastParams.FilterType = EnumRaycastFilterTypeBlacklist | |
| 119 | raycastParams.FilterDescendantsInstances = {Character, CurrentCamera}
| |
| 120 | ||
| 121 | -- // Cast ray | |
| 122 | local Result = Raycast(Workspace, Origin, Part.Position - Origin, raycastParams) | |
| 123 | ||
| 124 | -- // Make sure we get a result | |
| 125 | if (Result) then | |
| 126 | -- // Vars | |
| 127 | local PartHit = Result.Instance | |
| 128 | local Visible = (not PartHit or IsDescendantOf(PartHit, PartDescendant)) | |
| 129 | ||
| 130 | -- // Return | |
| 131 | return Visible | |
| 132 | end | |
| 133 | end | |
| 134 | ||
| 135 | -- // Return | |
| 136 | return false | |
| 137 | end | |
| 138 | ||
| 139 | -- // Ignore player | |
| 140 | function Aiming.IgnorePlayer(Player) | |
| 141 | -- // Vars | |
| 142 | local Ignored = Aiming.Ignored | |
| 143 | local IgnoredPlayers = Ignored.Players | |
| 144 | ||
| 145 | -- // Find player in table | |
| 146 | for _, IgnoredPlayer in ipairs(IgnoredPlayers) do | |
| 147 | -- // Make sure player matches | |
| 148 | if (IgnoredPlayer == Player) then | |
| 149 | return false | |
| 150 | end | |
| 151 | end | |
| 152 | ||
| 153 | -- // Blacklist player | |
| 154 | tableinsert(IgnoredPlayers, Player) | |
| 155 | return true | |
| 156 | end | |
| 157 | ||
| 158 | -- // Unignore Player | |
| 159 | function Aiming.UnIgnorePlayer(Player) | |
| 160 | -- // Vars | |
| 161 | local Ignored = Aiming.Ignored | |
| 162 | local IgnoredPlayers = Ignored.Players | |
| 163 | ||
| 164 | -- // Find player in table | |
| 165 | for i, IgnoredPlayer in ipairs(IgnoredPlayers) do | |
| 166 | -- // Make sure player matches | |
| 167 | if (IgnoredPlayer == Player) then | |
| 168 | -- // Remove from ignored | |
| 169 | tableremove(IgnoredPlayers, i) | |
| 170 | return true | |
| 171 | end | |
| 172 | end | |
| 173 | ||
| 174 | -- // | |
| 175 | return false | |
| 176 | end | |
| 177 | ||
| 178 | -- // Ignore team | |
| 179 | function Aiming.IgnoreTeam(Team, TeamColor) | |
| 180 | -- // Vars | |
| 181 | local Ignored = Aiming.Ignored | |
| 182 | local IgnoredTeams = Ignored.Teams | |
| 183 | ||
| 184 | -- // Find team in table | |
| 185 | for _, IgnoredTeam in ipairs(IgnoredTeams) do | |
| 186 | -- // Make sure team matches | |
| 187 | if (IgnoredTeam.Team == Team and IgnoredTeam.TeamColor == TeamColor) then | |
| 188 | return false | |
| 189 | end | |
| 190 | end | |
| 191 | ||
| 192 | -- // Ignore team | |
| 193 | tableinsert(IgnoredTeams, {Team, TeamColor})
| |
| 194 | return true | |
| 195 | end | |
| 196 | ||
| 197 | -- // Unignore team | |
| 198 | function Aiming.UnIgnoreTeam(Team, TeamColor) | |
| 199 | -- // Vars | |
| 200 | local Ignored = Aiming.Ignored | |
| 201 | local IgnoredTeams = Ignored.Teams | |
| 202 | ||
| 203 | -- // Find team in table | |
| 204 | for i, IgnoredTeam in ipairs(IgnoredTeams) do | |
| 205 | -- // Make sure team matches | |
| 206 | if (IgnoredTeam.Team == Team and IgnoredTeam.TeamColor == TeamColor) then | |
| 207 | -- // Remove | |
| 208 | tableremove(IgnoredTeams, i) | |
| 209 | return true | |
| 210 | end | |
| 211 | end | |
| 212 | ||
| 213 | -- // Return | |
| 214 | return false | |
| 215 | end | |
| 216 | ||
| 217 | -- // Toggle team check | |
| 218 | function Aiming.TeamCheck(Toggle) | |
| 219 | if (Toggle) then | |
| 220 | return Aiming.IgnoreTeam(LocalPlayer.Team, LocalPlayer.TeamColor) | |
| 221 | end | |
| 222 | ||
| 223 | return Aiming.UnIgnoreTeam(LocalPlayer.Team, LocalPlayer.TeamColor) | |
| 224 | end | |
| 225 | ||
| 226 | -- // Check teams | |
| 227 | function Aiming.IsIgnoredTeam(Player) | |
| 228 | -- // Vars | |
| 229 | local Ignored = Aiming.Ignored | |
| 230 | local IgnoredTeams = Ignored.Teams | |
| 231 | ||
| 232 | -- // Check if team is ignored | |
| 233 | for _, IgnoredTeam in ipairs(IgnoredTeams) do | |
| 234 | -- // Make sure team matches | |
| 235 | if (Player.Team == IgnoredTeam.Team and Player.TeamColor == IgnoredTeam.TeamColor) then | |
| 236 | return true | |
| 237 | end | |
| 238 | end | |
| 239 | ||
| 240 | -- // Return | |
| 241 | return false | |
| 242 | end | |
| 243 | ||
| 244 | -- // Check if player (and team) is ignored | |
| 245 | function Aiming.IsIgnored(Player) | |
| 246 | -- // Vars | |
| 247 | local Ignored = Aiming.Ignored | |
| 248 | local IgnoredPlayers = Ignored.Players | |
| 249 | ||
| 250 | -- // Loop | |
| 251 | for _, IgnoredPlayer in ipairs(IgnoredPlayers) do | |
| 252 | -- // Check if Player Id | |
| 253 | if (typeof(IgnoredPlayer) == "number" and Player.UserId == IgnoredPlayer) then | |
| 254 | return true | |
| 255 | end | |
| 256 | ||
| 257 | -- // Normal Player Instance | |
| 258 | if (IgnoredPlayer == Player) then | |
| 259 | return true | |
| 260 | end | |
| 261 | end | |
| 262 | ||
| 263 | -- // Team check | |
| 264 | return Aiming.IsIgnoredTeam(Player) | |
| 265 | end | |
| 266 | ||
| 267 | -- // Get the Direction, Normal and Material | |
| 268 | function Aiming.Raycast(Origin, Destination, UnitMultiplier) | |
| 269 | if (typeof(Origin) == "Vector3" and typeof(Destination) == "Vector3") then | |
| 270 | -- // Handling | |
| 271 | if (not UnitMultiplier) then UnitMultiplier = 1 end | |
| 272 | ||
| 273 | -- // Vars | |
| 274 | local Direction = (Destination - Origin).Unit * UnitMultiplier | |
| 275 | local Result = Raycast(Workspace, Origin, Direction) | |
| 276 | ||
| 277 | -- // Make sure we have a result | |
| 278 | if (Result) then | |
| 279 | local Normal = Result.Normal | |
| 280 | local Material = Result.Material | |
| 281 | ||
| 282 | return Direction, Normal, Material | |
| 283 | end | |
| 284 | end | |
| 285 | ||
| 286 | -- // Return | |
| 287 | return nil | |
| 288 | end | |
| 289 | ||
| 290 | -- // Get Character | |
| 291 | function Aiming.Character(Player) | |
| 292 | return Player.Character | |
| 293 | end | |
| 294 | ||
| 295 | -- // Check Health | |
| 296 | function Aiming.CheckHealth(Player) | |
| 297 | -- // Get Humanoid | |
| 298 | local Character = Aiming.Character(Player) | |
| 299 | local Humanoid = FindFirstChildWhichIsA(Character, "Humanoid") | |
| 300 | ||
| 301 | -- // Get Health | |
| 302 | local Health = (Humanoid and Humanoid.Health or 0) | |
| 303 | ||
| 304 | -- // | |
| 305 | return Health > 0 | |
| 306 | end | |
| 307 | ||
| 308 | -- // Check if silent aim can used | |
| 309 | function Aiming.Check() | |
| 310 | return (Aiming.Enabled == true and Aiming.Selected ~= LocalPlayer and Aiming.SelectedPart ~= nil) | |
| 311 | end | |
| 312 | Aiming.checkSilentAim = Aiming.Check | |
| 313 | ||
| 314 | -- // Get Closest Target Part | |
| 315 | function Aiming.GetClosestTargetPartToCursor(Character) | |
| 316 | local TargetParts = Aiming.TargetPart | |
| 317 | ||
| 318 | -- // Vars | |
| 319 | local ClosestPart = nil | |
| 320 | local ClosestPartPosition = nil | |
| 321 | local ClosestPartOnScreen = false | |
| 322 | local ClosestPartMagnitudeFromMouse = nil | |
| 323 | local ShortestDistance = 1/0 | |
| 324 | ||
| 325 | -- // | |
| 326 | local function CheckTargetPart(TargetPart) | |
| 327 | -- // Convert string -> Instance | |
| 328 | if (typeof(TargetPart) == "string") then | |
| 329 | TargetPart = FindFirstChild(Character, TargetPart) | |
| 330 | end | |
| 331 | ||
| 332 | -- // Make sure we have a target | |
| 333 | if not (TargetPart) then | |
| 334 | return | |
| 335 | end | |
| 336 | ||
| 337 | -- // Get the length between Mouse and Target Part (on screen) | |
| 338 | local PartPos, onScreen = WorldToViewportPoint(CurrentCamera, TargetPart.Position) | |
| 339 | local GuiInset = GetGuiInset(GuiService) | |
| 340 | local Magnitude = (Vector2new(PartPos.X, PartPos.Y - GuiInset.Y) - Vector2new(Mouse.X, Mouse.Y)).Magnitude | |
| 341 | ||
| 342 | -- // | |
| 343 | if (Magnitude < ShortestDistance) then | |
| 344 | ClosestPart = TargetPart | |
| 345 | ClosestPartPosition = PartPos | |
| 346 | ClosestPartOnScreen = onScreen | |
| 347 | ClosestPartMagnitudeFromMouse = Magnitude | |
| 348 | ShortestDistance = Magnitude | |
| 349 | end | |
| 350 | end | |
| 351 | ||
| 352 | -- // String check | |
| 353 | if (typeof(TargetParts) == "string") then | |
| 354 | -- // Check if it all | |
| 355 | if (TargetParts == "All") then | |
| 356 | -- // Loop through character children | |
| 357 | for _, v in ipairs(Character:GetChildren()) do | |
| 358 | -- // See if it a part | |
| 359 | if not (v:IsA("BasePart")) then
| |
| 360 | continue | |
| 361 | end | |
| 362 | ||
| 363 | -- // Check it | |
| 364 | CheckTargetPart(v) | |
| 365 | end | |
| 366 | else | |
| 367 | -- // Individual | |
| 368 | CheckTargetPart(TargetParts) | |
| 369 | end | |
| 370 | end | |
| 371 | ||
| 372 | -- // | |
| 373 | if (typeof(TargetParts) == "table") then | |
| 374 | -- // Loop through all target parts and check them | |
| 375 | for _, TargetPartName in ipairs(TargetParts) do | |
| 376 | CheckTargetPart(TargetPartName) | |
| 377 | end | |
| 378 | end | |
| 379 | ||
| 380 | -- // | |
| 381 | return ClosestPart, ClosestPartPosition, ClosestPartOnScreen, ClosestPartMagnitudeFromMouse | |
| 382 | end | |
| 383 | ||
| 384 | -- // Silent Aim Function | |
| 385 | function Aiming.GetClosestPlayerToCursor() | |
| 386 | -- // Vars | |
| 387 | local TargetPart = nil | |
| 388 | local ClosestPlayer = nil | |
| 389 | local Chance = CalcChance(Aiming.HitChance) | |
| 390 | local ShortestDistance = 1/0 | |
| 391 | ||
| 392 | -- // Chance | |
| 393 | if (not Chance) then | |
| 394 | Aiming.Selected = LocalPlayer | |
| 395 | Aiming.SelectedPart = nil | |
| 396 | ||
| 397 | return LocalPlayer | |
| 398 | end | |
| 399 | ||
| 400 | -- // Loop through all players | |
| 401 | for _, Player in ipairs(GetPlayers(Players)) do | |
| 402 | -- // Get Character | |
| 403 | local Character = Aiming.Character(Player) | |
| 404 | ||
| 405 | -- // Make sure isn't ignored and Character exists | |
| 406 | if (Aiming.IsIgnored(Player) == false and Character) then | |
| 407 | -- // Vars | |
| 408 | local TargetPartTemp, _, _, Magnitude = Aiming.GetClosestTargetPartToCursor(Character) | |
| 409 | ||
| 410 | -- // Check if part exists and health | |
| 411 | if (TargetPartTemp and Aiming.CheckHealth(Player)) then | |
| 412 | -- // Check if is in FOV | |
| 413 | if (circle.Radius > Magnitude and Magnitude < ShortestDistance) then | |
| 414 | -- // Check if Visible | |
| 415 | if (Aiming.VisibleCheck and not Aiming.IsPartVisible(TargetPartTemp, Character)) then continue end | |
| 416 | ||
| 417 | -- // Set vars | |
| 418 | ClosestPlayer = Player | |
| 419 | ShortestDistance = Magnitude | |
| 420 | TargetPart = TargetPartTemp | |
| 421 | end | |
| 422 | end | |
| 423 | end | |
| 424 | end | |
| 425 | ||
| 426 | -- // End | |
| 427 | Aiming.Selected = ClosestPlayer | |
| 428 | Aiming.SelectedPart = TargetPart | |
| 429 | end | |
| 430 | ||
| 431 | -- // Heartbeat Function | |
| 432 | Heartbeat:Connect(function() | |
| 433 | Aiming.UpdateFOV() | |
| 434 | Aiming.GetClosestPlayerToCursor() | |
| 435 | end) | |
| 436 | ||
| 437 | -- // | |
| 438 | return Aiming | |
| 439 | ||
| 440 | -- // If you want the examples, look at the docs. |