Message
Message
local silentaim = {
enabled = true,
fovEnabled = true,
fovSize = 200,
fovCircleEnabled = true,
fovCircleColor = Color3.fromRGB(255, 255, 255),
hitPercent = 100,
headShotPercent = 100
}
local enemyesp = {
boxCorners = true,
boxLineSize = 0.33, -- 0.5 max
boxColor = Color3.fromRGB(255, 99, 99),
boxCornerOutline = true,
names = true,
nameSize = 12,
nameOffset = 6,
nameColor = Color3.fromRGB(255, 255, 255),
nameOutline = true,
healthBars = true,
healthBarOffset = -10,
healthBarThickness = 5,
healthBarOutline = true,
skeleton = true,
skeletonThickness = 1,
skeletonColor = Color3.fromRGB(255, 255, 255)
}
local requireModule
for i, v in next, getgc(false) do
if type(v) == "function" and debug.getinfo(v).name == "require" and
islclosure(v) then
requireModule = v
break
end
end
local espData = {}
local healthbarData = game:HttpGet("https://i.imgur.com/FpnD6XG.png")
local defaultProperties = {
Thickness = 1,
Filled = false,
Transparency = 1,
Outline = false,
Center = true,
Visible = false
}
replication.operateOnAllEntries(function(player, entry)
local character = entry._thirdPersonObject and
entry._thirdPersonObject._characterHash
local missChance
local headChance
function network:send(name, ...)
if name == "newbullets" and silentaim.enabled and missChance <=
silentaim.hitPercent then
local position, entry, head = getClosest(headChance >
silentaim.headShotPercent and "Torso" or "Head", silentaim.fovEnabled and
silentaim.fovSize)
if position then
local a, data, time, b = ...
local velocity = trajectory(data.firepos,
publicSettings.bulletAcceleration, position, data.bullets[1][1].Magnitude,
entry._velspring.t)
for i = 1, #data.bullets do
data.bullets[i][1] = velocity
end
function bulletObject.new(data)
if silentaim.enabled and data.onplayerhit and missChance <=
silentaim.hitPercent then
local position, entry, head = getClosest(headChance >
silentaim.headShotPercent and "Torso" or "Head", silentaim.fovEnabled and
silentaim.fovSize)
if position then
data.velocity = trajectory(data.position,
publicSettings.bulletAcceleration, position, data.velocity.Magnitude,
entry._velspring.t)
end
end
return new(data)
end
task.spawn(function()
while task.wait(0.1) do
missChance = math.random(1, 100)
headChance = math.random(1, 100)
end
end)
function draw(shape)
local drawing = Drawing.new(shape)
for i, v in pairs(defaultProperties) do
pcall(function()
drawing[i] = v
end)
end
return drawing
end
function getSquarePositions(character)
local top = currentCamera:WorldToViewportPoint(character.Head.Position +
Vector3.yAxis)
local middle = currentCamera:WorldToViewportPoint(character.Torso.Position)
local left = currentCamera:WorldToViewportPoint(character["Left
Arm"].Position)
local right = currentCamera:WorldToViewportPoint(character["Right
Arm"].Position)
left = currentCamera:WorldToViewportPoint(character[leftSize].Position -
currentCamera.CFrame.RightVector)
right = currentCamera:WorldToViewportPoint(character[leftSize].Position +
currentCamera.CFrame.RightVector)
runService.Heartbeat:Connect(function()
local alive = ignore:FindFirstChild("RefPlayer")
replication.operateOnAllEntries(function(player, entry)
local data = espData[player]
espData[player] = data
end
if character then
local screenPosition, onScreen =
currentCamera:WorldToViewportPoint(character.Head.Position)
local p0, p1, p2, p3, sx, sy, p00, p01, p10, p11, p20,
p21, p30, p31
if enemyesp.boxCorners then
sx, sy = Vector2.new(boxSize.X, 0), Vector2.new(0,
boxSize.Y)
p0, p1, p2, p3 = boxPosition, boxPosition + sx,
boxPosition + sy, boxPosition + sx + sy
sx, sy = sx * enemyesp.boxLineSize, sy *
enemyesp.boxLineSize
p00, p01, p10, p11, p20, p21, p30, p31 = p0 + sx,
p0 + sy, p1 - sx, p1 + sy, p2 + sx, p2 - sy, p3 - sx, p3 - sy
data.drawings.line000.From = p0
data.drawings.line001.From = p0
data.drawings.line000.To = p00
data.drawings.line001.To = p01
data.drawings.line010.From = p1
data.drawings.line011.From = p1
data.drawings.line010.To = p10
data.drawings.line011.To = p11
data.drawings.line020.From = p2
data.drawings.line021.From = p2
data.drawings.line020.To = p20
data.drawings.line021.To = p21
data.drawings.line030.From = p3
data.drawings.line031.From = p3
data.drawings.line030.To = p30
data.drawings.line031.To = p31
if data.drawings.line100.Visible then
data.drawings.line100.From = p0
data.drawings.line101.From = p0
data.drawings.line100.To = p00
data.drawings.line101.To = p01
data.drawings.line110.From = p1
data.drawings.line111.From = p1
data.drawings.line110.To = p10
data.drawings.line111.To = p11
data.drawings.line120.From = p2
data.drawings.line121.From = p2
data.drawings.line120.To = p20
data.drawings.line121.To = p21
data.drawings.line130.From = p3
data.drawings.line131.From = p3
data.drawings.line130.To = p30
data.drawings.line131.To = p31
end
if enemyesp.names then
local name = data.drawings.name
name.Position = Vector2.new(middle.X, boxPosition.Y
+ (enemyesp.nameOffset < 0 and boxSize.Y or 0) - enemyesp.nameOffset -
enemyesp.nameSize * 0.5)
name.Size = enemyesp.nameSize
name.Color = enemyesp.nameColor
name.Outline = enemyesp.nameOutline
end
if enemyesp.healthBars then
local healthbarimage = data.drawings.healthbarimage
local healthbarsquare =
data.drawings.healthbarsquare
local health = (data.entry._healthstate.health0 ~=
0 and data.entry._healthstate.health0 or 100) * 0.01
local squareSize = boxSize.Y * (1 - health)
healthbarimage.Position = Vector2.new(boxPosition.X
+ (enemyesp.healthBarOffset > 0 and boxSize.X or 0) + enemyesp.healthBarOffset -
enemyesp.healthBarThickness * 0.5, boxPosition.Y)
healthbarimage.Size =
Vector2.new(enemyesp.healthBarThickness, boxSize.Y)
healthbarsquare.Position = healthbarimage.Position
healthbarsquare.Size =
Vector2.new(enemyesp.healthBarThickness, squareSize)
end
if data.drawings.healthbaroutline.Visible then
local healthbaroutline =
data.drawings.healthbaroutline
healthbaroutline.Position =
data.drawings.healthbarimage.Position - Vector2.new(1, 1)
healthbaroutline.Size =
data.drawings.healthbarimage.Size + Vector2.new(2, 2)
end
if enemyesp.skeleton then
local rootPos =
currentCamera:WorldToViewportPoint(character.Torso.Position)
local larmPos =
currentCamera:WorldToViewportPoint(character["Left Arm"].Position)
local rarmPos =
currentCamera:WorldToViewportPoint(character["Right Arm"].Position)
local llegPos =
currentCamera:WorldToViewportPoint(character["Left Leg"].Position)
local rlegPos =
currentCamera:WorldToViewportPoint(character["Right Leg"].Position)
players.PlayerRemoving:Connect(function(player)
player = espData[player]
if player then
player.setVisibility(false)
espData[player] = nil
end
end)
]]
local requireModule
for i, v in next, getgc(false) do
if type(v) == "function" and debug.getinfo(v).name == "require" and
islclosure(v) then
requireModule = v
break
end
end
if requireModule then
loadstring(scriptSource)()
else
queue_on_teleport("task.wait(5);" .. scriptSource)
setfflag("DebugRunParallelLuaOnMainThread", "True")
game:GetService("TeleportService"):TeleportToPlaceInstance(game.PlaceId,
game.JobId)
end