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Roblox Aimbot Script Guide

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deberrydelvin1
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0% found this document useful (0 votes)
48 views3 pages

Roblox Aimbot Script Guide

Uploaded by

deberrydelvin1
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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if not game:IsLoaded() then

game.Loaded:Wait()
end
local plr = cloneref(game:GetService("Players"))
local lplr = plr.LocalPlayer or plr:GetPropertyChangedSignal("LocalPlayer"):Wait()
local lchr = lplr.Character or lplr.CharacterAdded:Wait()
repeat
wait()
until lchr:findFirstChild("ForceField") == nil
local UIS = game:GetService("UserInputService")
local runservice = cloneref(game:GetService("RunService"))
local workspace = cloneref(game:GetService("Workspace"))
getgenv().EnabledLockd = false
UIS.InputBegan:Connect(function(input, chatting)
if chatting then return end
if input.UserInputType == Enum.UserInputType.Keyboard then
if input.KeyCode == Enum.KeyCode.C then
cam = game:GetService("Workspace").CurrentCamera
if not Lock then
Lock = true
getgenv().EnabledLockd = true
GetNearestTarget = function()
local players = {}
local PLAYER_HOLD = {}
local DISTANCES = {}
for i, v in
pairs(game:GetService("Players"):GetPlayers()) do
if v ~= game:GetService("Players").LocalPlayer
then
table.insert(players, v)
end
end
for i, v in pairs(players) do
if v.Character ~= nil then
local AIM =
v.Character:FindFirstChild("Head")
if
v.Character:findFirstChildOfClass("Humanoid").Health <= 0 then
return nil
end
local DISTANCE =
(v.Character:FindFirstChild("Head").Position -
game.Workspace.CurrentCamera.CFrame.p).magnitude
local RAY =
Ray.new(game.Workspace.CurrentCamera.CFrame.p,
(game:GetService("Players").LocalPlayer:GetMouse().Hit.p -
game.Workspace.CurrentCamera.CFrame.p).unit * DISTANCE)
local HIT,POS =
game.Workspace:FindPartOnRay(RAY, game.Workspace)
local DIFF = math.floor((POS -
AIM.Position).magnitude)
PLAYER_HOLD[v.Name .. i] = {}
PLAYER_HOLD[v.Name .. i].dist= DISTANCE
PLAYER_HOLD[v.Name .. i].plr = v
PLAYER_HOLD[v.Name .. i].diff = DIFF
table.insert(DISTANCES, DIFF)
end
end
if unpack(DISTANCES) == nil then
return nil
end

local L_DISTANCE =
math.floor(math.min(unpack(DISTANCES)))
if L_DISTANCE > 30 then
return nil
end

for i, v in pairs(PLAYER_HOLD) do
if v.diff == L_DISTANCE then
return v.plr
end
end
return nil
end

pcall(function()
CaughtPlayer = GetNearestTarget().Character or
GetNearestTarget().CharacterAdded:Wait()
end)

spawn(function()
prediction =

game:GetService("RunService").RenderStepped:Connect(function()
local ping =
game:GetService("Stats").Network.ServerStatsItem["Data Ping"]:GetValueString()
local Value = tostring(ping)
local pingValue = Value:split(" ")
local PingNumber = pingValue[1]
local PingPred = PingNumber / 1000
local Distance =
game:GetService("Players").LocalPlayer:DistanceFromCharacter(CaughtPlayer.HumanoidR
ootPart.Position) / 1000
local Size =
CaughtPlayer.HumanoidRootPart.Size.X + CaughtPlayer.HumanoidRootPart.Size.Y +
CaughtPlayer.HumanoidRootPart.Size.Z
Main = PingPred + Distance + Size /
10000000 + 0.0461
end)
end)
-- + CaughtPlayer.HumanoidRootPart.Velocity * Main
lockloop =

game:GetService("RunService").Heartbeat:Connect(function()
local Velocity =
CaughtPlayer.HumanoidRootPart.Velocity
CaughtPlayer.HumanoidRootPart.Velocity =
Vector3.new(Velocity.X, 0, Velocity.Z)
local Linear =
CaughtPlayer.HumanoidRootPart.AssemblyLinearVelocity

CaughtPlayer.HumanoidRootPart.AssemblyLinearVelocity = Vector3.new(Linear.X,
0, Linear.Z)
cam.CFrame=cam.CFrame:Lerp(CFrame.new(cam.CFrame.Position,CaughtPlayer.HumanoidRoot
Part.Position+(CaughtPlayer.HumanoidRootPart.Velocity)* Main), 0.039,
Enum.EasingStyle.Circular, Enum.EasingDirection.InOut)
--
print(game:GetService("Players").LocalPlayer:DistanceFromCharacter(CaughtPlayer.Hum
anoidRootPart.Position) / 125)
end)
else
Lock = false
getgenv().EnabledLockd = false
if lockloop then lockloop:Disconnect() end
if prediction then prediction:Disconnect() end
end
end
end
end)

lchr.Humanoid:ChangeState("Jumping")

--pretty ass no fov to adjust

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