local Toggle_Key = "q" local Rejoin_Key = "=" local Prediction = .175 -- DO NOT ask for me for HELP for this shit I HATE when people do that. Figure it out on your own you have brain cells. local Y_Axis_Aim_Height = -1 local Smoothness = 4 -- Don't go lower. local FOV_Radius = 250 local FOV_Visible = false --[[ DO NOT edit anything below this point. --]] Drawing = Drawing mousemoverel = mousemoverel local Settings = { Head = "Head"; Humanoid = "Humanoid"; NeckOffSet = Vector3.new(0,tonumber(Y_Axis_Aim_Height),0); }; local Locking = false local Players = game:GetService("Players") local LocalPlayer = Players.LocalPlayer local Mouse = LocalPlayer:GetMouse() local UserInputService = game:GetService("UserInputService") local RunService = game:GetService("RunService") local Camera = game:GetService("Workspace").CurrentCamera local FOV_CIRCLE = Drawing.new("Circle") FOV_CIRCLE.Filled = false FOV_CIRCLE.Color = Color3.fromRGB(170, 255, 255) FOV_CIRCLE.Radius = FOV_Radius FOV_CIRCLE.Thickness = 1 FOV_CIRCLE.Visible = FOV_Visible FOV_CIRCLE.Transparency = .35 FOV_CIRCLE.Position = Vector2.new(Camera.ViewportSize.X / 2, Camera.ViewportSize.Y / 2) local Move_Circle = nil Move_Circle = RunService.RenderStepped:Connect(function() FOV_CIRCLE.Position = Vector2.new(UserInputService:GetMouseLocation().X, UserInputService:GetMouseLocation().Y) end) function InRadius() local Target = nil local Distance = 9e9 local Camera = game:GetService("Workspace").CurrentCamera for _, v in pairs(Players:GetPlayers()) do if v ~= LocalPlayer and v.Character and v.Character[Settings.Head] and v.Character[Settings.Humanoid] and v.Character[Settings.Humanoid].Health > 0 then local Enemy = v.Character local CastingFrom = CFrame.new(Camera.CFrame.Position, Enemy[Settings.Head].CFrame.Position) * CFrame.new(0, 0, -4) local RayCast = Ray.new(CastingFrom.Position, CastingFrom.LookVector * 9000) local World, ToSpace = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(RayCast, {LocalPlayer.Character[Settings.Head]}); local RootWorld = (Enemy[Settings.Head].CFrame.Position - ToSpace).magnitude if RootWorld < 4 then local RootPartPosition, Visible = Camera:WorldToViewportPoint(Enemy[Settings.Head].Position) if Visible then local Real_Magnitude = (Vector2.new(Mouse.X, Mouse.Y) - Vector2.new(RootPartPosition.X, RootPartPosition.Y)).Magnitude if Real_Magnitude < Distance and Real_Magnitude < FOV_CIRCLE.Radius then Distance = Real_Magnitude Target = Enemy end end end end end return Target end local Render_Lock = nil function Aimbot() pcall(function() if Locking then local Enemy = InRadius() local Camera = game:GetService("Workspace").CurrentCamera local Predicted_Position = nil local GetPositionsFromVector3 = nil if Enemy ~= nil and Enemy[Settings.Humanoid] and Enemy[Settings.Humanoid].Health > 0 then Render_Lock = RunService.Stepped:Connect(function() pcall(function() if Locking and Enemy ~= nil and Enemy[Settings.Humanoid] and Enemy[Settings.Humanoid].Health > 0 then Predicted_Position = Enemy[Settings.Head].Position + (Enemy[Settings.Head].AssemblyLinearVelocity * Prediction + Settings.NeckOffSet) GetPositionsFromVector3 = Camera:WorldToScreenPoint(Predicted_Position) mousemoverel((GetPositionsFromVector3.X - Mouse.X) / Smoothness, (GetPositionsFromVector3.Y - Mouse.Y) / Smoothness) elseif Locking == false then Enemy = nil elseif Enemy == nil then Locking = false end end) end) end end end) end Mouse.KeyDown:Connect(function(KeyPressed) if KeyPressed == string.lower(Toggle_Key) then pcall(function() if Locking == false then Locking = true Aimbot() elseif Locking == true then Locking = false Render_Lock:Disconnect() end end) end end) Mouse.KeyDown:Connect(function(Rejoin) if Rejoin == string.lower(Rejoin_Key) then game:GetService("TeleportService"):Teleport(game.PlaceId, LocalPlayer) task.wait() end end);