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123Blackmombaxoxo/README.md

if getgenv().Aiming then return getgenv().Aiming end

-- // Services local Players = game:GetService("Players") local Workspace = game:GetService("Workspace") local GuiService = game:GetService("GuiService") local RunService = game:GetService("RunService")

-- // Vars local Heartbeat = RunService.Heartbeat local LocalPlayer = Players.LocalPlayer local CurrentCamera = Workspace.CurrentCamera local Mouse = LocalPlayer:GetMouse()

-- // Optimisation Vars (ugly) local Drawingnew = Drawing.new local Color3fromRGB = Color3.fromRGB local Vector2new = Vector2.new local GetGuiInset = GuiService.GetGuiInset local Randomnew = Random.new local mathfloor = math.floor local CharacterAdded = LocalPlayer.CharacterAdded local CharacterAddedWait = CharacterAdded.Wait local WorldToViewportPoint = CurrentCamera.WorldToViewportPoint local RaycastParamsnew = RaycastParams.new local EnumRaycastFilterTypeBlacklist = Enum.RaycastFilterType.Blacklist local Raycast = Workspace.Raycast local GetPlayers = Players.GetPlayers local Instancenew = Instance.new local IsDescendantOf = Instancenew("Part").IsDescendantOf local FindFirstChildWhichIsA = Instancenew("Part").FindFirstChildWhichIsA local FindFirstChild = Instancenew("Part").FindFirstChild local tableremove = table.remove local tableinsert = table.insert

-- // Silent Aim Vars getgenv().Aiming = { Enabled = true,

ShowFOV = true,
FOV = 36,
FOVSides = 433,
FOVColour = Color3fromRGB(117, 108, 98),

VisibleCheck = true,

HitChance = 11,

Selected = nil,
SelectedPart = nil,

TargetPart = {"Head", "UpperTorso", "LeftFoot"}

Ignored = {
    Teams = {
        {
            Team = LocalPlayer.Team,
            TeamColor = LocalPlayer.TeamColor,
        },
    },
    Players = {
        LocalPlayer,
        91318356
    }
}

} local Aiming = getgenv().Aiming

-- // Create circle local circle = Drawingnew("Circle") circle.Transparency = 3.4 circle.Thickness = 2 circle.Color = Aiming.FOVColour circle.Filled = false Aiming.FOVCircle = circle

-- // Update function Aiming.UpdateFOV() -- // Make sure the circle exists if not (circle) then return end

-- // Set Circle Properties
circle.Visible = Aiming.ShowFOV
circle.Radius = (Aiming.FOV * 3)
circle.Position = Vector2new(Mouse.X, Mouse.Y + GetGuiInset(GuiService).Y)
circle.NumSides = Aiming.FOVSides
circle.Color = Aiming.FOVColour

-- // Return circle
return circle

end

-- // Custom Functions local CalcChance = function(percentage) -- // Floor the percentage percentage = mathfloor(percentage)

-- // Get the chance
local chance = mathfloor(Randomnew().NextNumber(Randomnew(), 0, 1) * 100) / 100

-- // Return
return chance <= percentage / 100

end

-- // Customisable Checking Functions: Is a part visible function Aiming.IsPartVisible(Part, PartDescendant) -- // Vars local Character = LocalPlayer.Character or CharacterAddedWait(CharacterAdded) local Origin = CurrentCamera.CFrame.Position local _, OnScreen = WorldToViewportPoint(CurrentCamera, Part.Position)

-- //
if (OnScreen) then
    -- // Vars
    local raycastParams = RaycastParamsnew()
    raycastParams.FilterType = EnumRaycastFilterTypeBlacklist
    raycastParams.FilterDescendantsInstances = {Character, CurrentCamera}

    -- // Cast ray
    local Result = Raycast(Workspace, Origin, Part.Position - Origin, raycastParams)

    -- // Make sure we get a result
    if (Result) then
        -- // Vars
        local PartHit = Result.Instance
        local Visible = (not PartHit or IsDescendantOf(PartHit, PartDescendant))

        -- // Return
        return Visible
    end
end

-- // Return
return false

end

-- // Ignore player function Aiming.IgnorePlayer(Player) -- // Vars local Ignored = Aiming.Ignored local IgnoredPlayers = Ignored.Players

-- // Find player in table
for _, IgnoredPlayer in ipairs(IgnoredPlayers) do
    -- // Make sure player matches
    if (IgnoredPlayer == Player) then
        return false
    end
end

-- // Blacklist player
tableinsert(IgnoredPlayers, Player)
return true

end

-- // Unignore Player function Aiming.UnIgnorePlayer(Player) -- // Vars local Ignored = Aiming.Ignored local IgnoredPlayers = Ignored.Players

-- // Find player in table
for i, IgnoredPlayer in ipairs(IgnoredPlayers) do
    -- // Make sure player matches
    if (IgnoredPlayer == Player) then
        -- // Remove from ignored
        tableremove(IgnoredPlayers, i)
        return true
    end
end

-- //
return false

end

-- // Ignore team function Aiming.IgnoreTeam(Team, TeamColor) -- // Vars local Ignored = Aiming.Ignored local IgnoredTeams = Ignored.Teams

-- // Find team in table
for _, IgnoredTeam in ipairs(IgnoredTeams) do
    -- // Make sure team matches
    if (IgnoredTeam.Team == Team and IgnoredTeam.TeamColor == TeamColor) then
        return false
    end
end

-- // Ignore team
tableinsert(IgnoredTeams, {Team, TeamColor})
return true

end

-- // Unignore team function Aiming.UnIgnoreTeam(Team, TeamColor) -- // Vars local Ignored = Aiming.Ignored local IgnoredTeams = Ignored.Teams

-- // Find team in table
for i, IgnoredTeam in ipairs(IgnoredTeams) do
    -- // Make sure team matches
    if (IgnoredTeam.Team == Team and IgnoredTeam.TeamColor == TeamColor) then
        -- // Remove
        tableremove(IgnoredTeams, i)
        return true
    end
end

-- // Return
return false

end

-- // Toggle team check function Aiming.TeamCheck(Toggle) if (Toggle) then return Aiming.IgnoreTeam(LocalPlayer.Team, LocalPlayer.TeamColor) end

return Aiming.UnIgnoreTeam(LocalPlayer.Team, LocalPlayer.TeamColor)

end

-- // Check teams function Aiming.IsIgnoredTeam(Player) -- // Vars local Ignored = Aiming.Ignored local IgnoredTeams = Ignored.Teams

-- // Check if team is ignored
for _, IgnoredTeam in ipairs(IgnoredTeams) do
    -- // Make sure team matches
    if (Player.Team == IgnoredTeam.Team and Player.TeamColor == IgnoredTeam.TeamColor) then
        return true
    end
end

-- // Return
return false

end

-- // Check if player (and team) is ignored function Aiming.IsIgnored(Player) -- // Vars local Ignored = Aiming.Ignored local IgnoredPlayers = Ignored.Players

-- // Loop
for _, IgnoredPlayer in ipairs(IgnoredPlayers) do
    -- // Check if Player Id
    if (typeof(IgnoredPlayer) == "number" and Player.UserId == IgnoredPlayer) then
        return true
    end

    -- // Normal Player Instance
    if (IgnoredPlayer == Player) then
        return true
    end
end

-- // Team check
return Aiming.IsIgnoredTeam(Player)

end

-- // Get the Direction, Normal and Material function Aiming.Raycast(Origin, Destination, UnitMultiplier) if (typeof(Origin) == "Vector3" and typeof(Destination) == "Vector3") then -- // Handling if (not UnitMultiplier) then UnitMultiplier = 1 end

    -- // Vars
    local Direction = (Destination - Origin).Unit * UnitMultiplier
    local Result = Raycast(Workspace, Origin, Direction)

    -- // Make sure we have a result
    if (Result) then
        local Normal = Result.Normal
        local Material = Result.Material

        return Direction, Normal, Material
    end
end

-- // Return
return nil

end

-- // Get Character function Aiming.Character(Player) return Player.Character end

-- // Check Health function Aiming.CheckHealth(Player) -- // Get Humanoid local Character = Aiming.Character(Player) local Humanoid = FindFirstChildWhichIsA(Character, "Humanoid")

-- // Get Health
local Health = (Humanoid and Humanoid.Health or 0)

-- //
return Health > 0

end

-- // Check if silent aim can used function Aiming.Check() return (Aiming.Enabled == true and Aiming.Selected ~= LocalPlayer and Aiming.SelectedPart ~= nil) end Aiming.checkSilentAim = Aiming.Check

-- // Get Closest Target Part function Aiming.GetClosestTargetPartToCursor(Character) local TargetParts = Aiming.TargetPart

-- // Vars
local ClosestPart = nil
local ClosestPartPosition = nil
local ClosestPartOnScreen = false
local ClosestPartMagnitudeFromMouse = nil
local ShortestDistance = 1/0

-- //
local function CheckTargetPart(TargetPart)
    -- // Convert string -> Instance
    if (typeof(TargetPart) == "string") then
        TargetPart = FindFirstChild(Character, TargetPart)
    end

    -- // Make sure we have a target
    if not (TargetPart) then
        return
    end

    -- // Get the length between Mouse and Target Part (on screen)
    local PartPos, onScreen = WorldToViewportPoint(CurrentCamera, TargetPart.Position)
    local GuiInset = GetGuiInset(GuiService)
    local Magnitude = (Vector2new(PartPos.X, PartPos.Y - GuiInset.Y) - Vector2new(Mouse.X, Mouse.Y)).Magnitude

    -- //
    if (Magnitude < ShortestDistance) then
        ClosestPart = TargetPart
        ClosestPartPosition = PartPos
        ClosestPartOnScreen = onScreen
        ClosestPartMagnitudeFromMouse = Magnitude
        ShortestDistance = Magnitude
    end
end

-- // String check
if (typeof(TargetParts) == "string") then
    -- // Check if it all
    if (TargetParts == "All") then
        -- // Loop through character children
        for _, v in ipairs(Character:GetChildren()) do
            -- // See if it a part
            if not (v:IsA("BasePart")) then
                continue
            end

            -- // Check it
            CheckTargetPart(v)
        end
    else
        -- // Individual
        CheckTargetPart(TargetParts)
    end
end

-- //
if (typeof(TargetParts) == "table") then
    -- // Loop through all target parts and check them
    for _, TargetPartName in ipairs(TargetParts) do
        CheckTargetPart(TargetPartName)
    end
end

-- //
return ClosestPart, ClosestPartPosition, ClosestPartOnScreen, ClosestPartMagnitudeFromMouse

end

-- // Silent Aim Function function Aiming.GetClosestPlayerToCursor() -- // Vars local TargetPart = nil local ClosestPlayer = nil local Chance = CalcChance(Aiming.HitChance) local ShortestDistance = 1/0

-- // Chance
if (not Chance) then
    Aiming.Selected = LocalPlayer
    Aiming.SelectedPart = nil

    return LocalPlayer
end

-- // Loop through all players
for _, Player in ipairs(GetPlayers(Players)) do
    -- // Get Character
    local Character = Aiming.Character(Player)

    -- // Make sure isn't ignored and Character exists
    if (Aiming.IsIgnored(Player) == false and Character) then
        -- // Vars
        local TargetPartTemp, _, _, Magnitude = Aiming.GetClosestTargetPartToCursor(Character)

        -- // Check if part exists and health
        if (TargetPartTemp and Aiming.CheckHealth(Player)) then
            -- // Check if is in FOV
            if (circle.Radius > Magnitude and Magnitude < ShortestDistance) then
                -- // Check if Visible
                if (Aiming.VisibleCheck and not Aiming.IsPartVisible(TargetPartTemp, Character)) then continue end

                -- // Set vars
                ClosestPlayer = Player
                ShortestDistance = Magnitude
                TargetPart = TargetPartTemp
            end
        end
    end
end

-- // End
Aiming.Selected = ClosestPlayer
Aiming.SelectedPart = TargetPart

end

-- // Heartbeat Function Heartbeat:Connect(function() Aiming.UpdateFOV() Aiming.GetClosestPlayerToCursor() end)

-- // return Aiming

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