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- local Players = game:GetService("Players")
- local RunService = game:GetService("RunService")
- local UserInputService = game:GetService("UserInputService")
- local Camera = game.Workspace.CurrentCamera
- local AimPart = "Head" -- Always lock onto the head
- local FOV = 200 -- Field of View for aimbot targeting
- local BulletSpeed = 900 -- Adjust based on the weapon/projectile speed
- local Gravity = Vector3.new(0, -196.2, 0) -- Gravity vector
- local Smoothness = 0.1 -- Smoothness for camera adjustment
- local doubleClickThreshold = 0.25 -- Time to register a double right-click
- _G.AimbotEnabled = false
- local lastRightClickTime = 0
- local localPlayerTeam = Players.LocalPlayer.Team -- Store the initial team
- local teammates = {} -- Table to store teammates
- -- Function to update the teammates list
- local function updateTeammates()
- teammates = {}
- for _, player in ipairs(Players:GetPlayers()) do
- if player.Team == localPlayerTeam and player ~= Players.LocalPlayer then
- table.insert(teammates, player)
- end
- end
- end
- -- Function to calculate the closest player to the crosshair
- local function getClosestPlayer()
- local closestPlayer = nil
- local shortestDistance = FOV
- for _, player in ipairs(Players:GetPlayers()) do
- -- Skip teammates
- if table.find(teammates, player) then
- continue
- end
- -- Check if the player is valid and not the local player
- if player ~= Players.LocalPlayer and player.Character and player.Character:FindFirstChild(AimPart) then
- local part = player.Character[AimPart]
- local screenPosition, onScreen = Camera:WorldToViewportPoint(part.Position)
- if onScreen then
- local mousePos = UserInputService:GetMouseLocation()
- local distance = (Vector2.new(screenPosition.X, screenPosition.Y) - mousePos).Magnitude
- if distance < shortestDistance then
- closestPlayer = player
- shortestDistance = distance
- end
- end
- end
- end
- return closestPlayer
- end
- -- Function to calculate bullet prediction
- local function getPredictedPosition(targetPart, targetVelocity, distance)
- local travelTime = distance / BulletSpeed
- return targetPart.Position + (targetVelocity * travelTime)
- end
- -- Monitor team changes dynamically
- RunService.Heartbeat:Connect(function()
- if Players.LocalPlayer.Team ~= localPlayerTeam then
- localPlayerTeam = Players.LocalPlayer.Team
- updateTeammates()
- print("Team updated, teammates refreshed.")
- end
- end)
- -- Aimbot functionality
- RunService.RenderStepped:Connect(function()
- if _G.AimbotEnabled then
- local target = getClosestPlayer()
- if target and target.Character and target.Character:FindFirstChild(AimPart) then
- local targetPart = target.Character[AimPart]
- local targetVelocity = target.Character:FindFirstChild("HumanoidRootPart") and target.Character.HumanoidRootPart.Velocity or Vector3.zero
- local distance = (Camera.CFrame.Position - targetPart.Position).Magnitude
- -- Calculate predicted position
- local predictedPosition = getPredictedPosition(targetPart, targetVelocity, distance)
- -- Smoothly adjust the camera to the predicted position
- local cameraDirection = Camera.CFrame.Position:Lerp(predictedPosition, Smoothness)
- Camera.CFrame = CFrame.new(Camera.CFrame.Position, cameraDirection)
- end
- end
- end)
- -- Toggle Aimbot with Double-Right-Click
- UserInputService.InputBegan:Connect(function(input)
- if input.UserInputType == Enum.UserInputType.MouseButton2 then
- local currentTime = tick()
- if currentTime - lastRightClickTime <= doubleClickThreshold then
- _G.AimbotEnabled = not _G.AimbotEnabled
- print("Aimbot Enabled:", _G.AimbotEnabled)
- end
- lastRightClickTime = currentTime
- end
- end)
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