_G.SilentAim={ Enabled=true,--true,false set to true to enable silent aim Target="All",--All,Head,Torso,Left Leg,Right Leg,Left Arm,Right Arm target for silent aim (due to the shittyness of the script it probly will just hit the legs or torso) Auto_Shoot=true,--true,false automaticly shoots when a play is in your fov Auto_Wall=true,--true,false automaticly targets players if they cna be penetrated by gun (may break with attachments) Fov=50,--0-inf set fov size Show_Fov=true,--true,false show fov circle Fov_Color=Color3.fromRGB(255,0,0),--rgb circle color Ignore_Fov=false,--true,false disable or enable fov chck } if _G.SilentAim.Target=="All"then _G.SilentAim.Target={"Head","Torso","Left Leg","Right Leg","Left Arm","Right Arm"} else _G.SilentAim.Target={_G.SilentAim.Target} end if _G.SilentWall then return else _G.SilentWall="you would not belive how long it took to code auto wall with tihs new update"end local IsAlive=function()--check if player is alive if game.Players.LocalPlayer.Character and not game.Workspace:FindFirstChild("MenuLobby")then return true end return false end local NotGuns={"ONE HAND BLUNT","TWO HAND BLADE","EQUIPMENT","FRAGMENTATION","IMPACT","ONE HAND BLADE","TWO HAND BLUNT","HIGH EXPLOSIVE"}--production folder >:) local guns={}--gun table --V gun pen depths (cannot get these without decompiling modules so i added this) local gunpendepths={None=0,["M14 BR"]=1.8,HK417=1.6,L22=0.9,["HECATE II"]=10,["M79 THUMPER"]=0.5,["AS VAL"]=1,MP1911=0.5,["GI M1"]=1,["TEC-9"]=0.5,GSP=0.1,["GLOCK 18"]=0.5,["GB-22"]=0.5,X95R=1,M16A3=1.2,["SCAR SSR"]=2.6,["STEYR SCOUT"]=3,K2=1,MG36=1.8,["AUTO 9"]=1,MP5SD=0.5,MAC10=0.5,UZI=0.7,["COLT MARS"]=1.5,["SAIGA-12U"]=0.4,["FAL PARA SHORTY"]=1.4,L115A3=3,MP40=1.1,["AN-94"]=1,["ARM PISTOL"]=0.9,BLOCKSON=0.5,MP5K=0.5,["MAKAROV PM"]=0.5,["L86 LSW"]=1.6,AK12=1,["BOXY BUSTER"]=0,["BEOWULF ECR"]=1.9,EXECUTIONER=1,["DRAGUNOV SVU"]=2.8,M16A4=1.2,M1903=5,["TOMMY GUN"]=0.5,["SCAR-H"]=1.5,G36K=1.1,AK74=1,JURY=1,["1858 CARBINE"]=0.5,["GLOCK 40"]=0.8,["BEOWULF TCR"]=3,["1858 NEW ARMY"]=0.5,M4=1,["NTW-20"]=20,HK51B=1,9,C8A2=0.8,MP7=1.5,AK47=1.4,MC51SD=1.5,KRINKOV=0.9,["GOLDEN ZIP 22"]=0.5,["KAC SRR"]=1,["TRG-42"]=3,["KRISS VECTOR"]=0.5,["RAMA 1130"]=0.5,["SR-3M"]=1,["SCAR PDW"]=0.9,["FAL 50.63 PARA"]=2,["E SHOTGUN"]=0.5,M1911=0.5,["AG-3"]=2,M231=1,K7=0.5,AKM=1.4,SKS=1.5,K1A=0.75,["GYROJET MARK I"]=0.5,["M14 DMR"]=2.4,["MICRO UZI"]=0.5,["PPSH-41"]=1,["REMINGTON 870"]=0.5,["VSS VINTOREZ"]=1.5,MK11=1.7,MSG90=2,["SL-8"]=1.3,M3A1=0.5,["GLOCK 17"]=0.5,["SASS 308"]=2,FT300=3,RPK74=1.6,["KS-23M"]=0.7,["AA-12"]=0.3,M7644=0.5,ALIEN=0.5,["TAR-21"]=1.2,["SCAR HAMR"]=1.4,MG3KWS=2,["GOLDEN HK51B"]=0.3,HK21=1.6,MG42=2.5,["AUG A3"]=1,["SA58 SPR"]=2,["BFG 50"]=10,["SAIGA-12"]=.5,AKU12=1,["FAL 50.00"]=2,FAMAS=1,["TYPE 88"]=.9,["REDHAWK 44"]=1,GRIZZLY=1.3,["COLT LMG"]=1.4,MP10=0.5,RAILGUN=200,["HENRY 45-70"]=2,["MP412 REX"]=.5,WA2000=2.8,["DEAGLE 44"]=1,["GLOCK 50"]=1,["GLOCK 21"]=0.7,HARDBALLER=1.2,M4A1=1,M9=0.5,["GOLDEN TOMMY GUN"]=0.5,["GOLDEN REDHAWK 45"]=0.5,["SCAR-L"]=1,["STG-44"]=1.6,P90=2,["DEAGLE 50"]=1.3,MP5=0.5,["AUG A3 PARA"]=0.5,["TOY M1911"]=0,["REMINGTON 700"]=3,["PP-2000"]=1,["MP5/10"]=0.8,AK12BR=2,["KG-99"]=0.5,UMP45=1.4,["ZIP 22"]=0.5,["GLOCK 1"]=0.5,C7A2=0.9,["SERBU SHOTGUN"]=0.6,["AUG A1"]=1,["COLT SMG 635"]=0.5,RPK12=1.6,["FIVE SEVEN"]=1.5,["DT11 PRO"]=.7,["GYROJET CARBINE"]=0.7,["OTs-126"]=1.2,M93R=0.5,DBV12=0.5,M45A1=0.5,["SAWED OFF"]=0.6,G36C=1,["SFG 50"]=10,["E GUN"]=0.5,SKORPION=0.5,OBREZ=2,RPK=1.8,["ROPOD SHOTTY"]=1.5,M41A=1,["GROZA-1"]=1.5,["GOLDEN SHORTY"]=0.1,["GROZA-4"]=1.5,M2011=0.5,["GLOCK 23"]=0.8,["KSG 12"]=0.4,["USAS-12"]=0.3,M60=3,["MOSIN NAGANT"]=4,["HONEY BADGER"]=1.3,["SPAS-12"]=0.6,["AM III"]=1.2,["STEVENS DB"]=0.5,["DRAGUNOV SVDS"]=3.2,["AUG HBAR"]=1.6,K14=3,["CAN CANNON"]=1.2,["AUG A2"]=1,AK103=1.4,AWS=2,INTERVENTION=6,["X95 SMG"]=0.7,["MATEBA 6"]=1,JUDGE=1,G36=1.3,["PP-19 BIZON"]=0.5,M107=10,G3=1.5,["GOLDEN DEAGLE 50"]=1.5,AK12C=1.2,L2A3=1.1,["GOLDEN DEAGLE 2"]=1.5,ASMI=0.5,["IZHEVSK PB"]=0.5,AK105=1,M3822=0.5,L85A2=1.2,["HOWA TYPE 20"]=1.4,HK416=1,M16A1=0.8,G11K2=2} local StringToTable=function(string)--string to table function used in find broken module penetratrion local a={} for i=1,string.len(string)do a[#a+1]=string.sub(string,i,i) end return a end local FindBrokenModulePenetration=function(modulescript)--find broken module penetratrion used in new updates local gundata=decompile(modulescript)--you cant require anymore local exists,penstart=string.find(gundata,"v1.penetrationdepth = ") if not exists then return 0 end local pendata=string.sub(gundata,penstart,penstart+4) local number="" for _,v in pairs(StringToTable(pendata))do if tonumber(v)or v=="."then number=number..v end end return tonumber(number) end local weapondata={}--my shitty gun detection (it works fuck u) for _,v in pairs(game:GetService("ReplicatedStorage").Content.ProductionContent.WeaponDatabase:GetChildren())do for _,c in pairs(v:GetChildren())do if c:FindFirstChild("Main")then weapondata[c.Name]={Union={},MeshPart={}} for _,x in pairs(c.Main:GetChildren())do if x:IsA("MeshPart")then weapondata[c.Name].MeshPart[x.MeshId]=x.MeshId elseif x:IsA("Union")then weapondata[c.Name].Union[x.AssetId]=x.AssetId end end end end if not table.find(NotGuns,v.Name)then for _,c in pairs(v:GetChildren())do guns[c]=c.Name end end end for i,v in pairs(guns)do--if there is a new update it will detect the weapons and try to add the new penetratrion depths if not gunpendepths[v]then local depth=FindBrokenModulePenetration(i[v]) gunpendepths[v]=depth print("Error, Missing "..v..", Error Depth Recovery Found "..depth.." As Penetration, Please Contact The Dev To Fix https://discord.gg/vQQqcgBWCG") end end local GetGunName=function()--get weapon from closest model from camera?! omg shut up ik its stupid but it works quit bullying me if not IsAlive()then return"None"end local curdata={Union={},MeshPart={}} for _,v in pairs(game.Workspace.CurrentCamera.Main:GetChildren())do if v:IsA("MeshPart")then curdata.MeshPart[v.MeshId]=v.MeshId elseif v:IsA("Union")then curdata.Union[v.AssetId]=v.AssetId end end local matches={} for i,v in pairs(weapondata)do for i2,c in pairs(v)do for _,x in pairs(c)do if x==curdata[i2][x]then if matches[i]then matches[i]=matches[i]+1 else matches[i]=1 end end end end end local a=0 local closest="None" for i,v in pairs(matches)do if v>a then a=v closest=i end end return closest end local GetEnemys=function()--simple ass get enemys local players={} local characters={} local enemyteam for _,v in pairs(game.Players:GetChildren())do if v.Team~=game.Players.LocalPlayer.Team then enemyteam=tostring(v.TeamColor) players[#players+1]=v end end if not enemyteam then enemyteam="Bright orange" if game.Players.LocalPlayer.Team.Name=="Ghosts"then enemyteam="Bright blue" end end for _,v in pairs(game.Workspace.Players[enemyteam]:GetChildren())do characters[#characters+1]=v end return{characters,players} end local GetDirChange=function()--get bullet direction changes local a={} if game.Workspace.CurrentCamera:FindFirstChild("Main")then for _,v in pairs(game.Workspace.CurrentCamera.Main:GetChildren())do if string.find(string.lower(tostring(v)),"flame")or string.find(string.lower(tostring(v)),"sightmark")then a[#a+1]=v end end end return a end local Ignore={game.Workspace.CurrentCamera,game.Workspace.Ignore}--old ignore stuff (still works lul) local function CanSee(Target,Penetrate,PenDepth) if not Penetrate then PenDepth=0 end local Dir=Target.Position-game.Workspace.CurrentCamera.CFrame.Position local InitCast=game.Workspace:FindPartOnRayWithIgnoreList(Ray.new(game.Workspace.CurrentCamera.CFrame.Position,Dir),Ignore,false,true) if not InitCast then return true end local Penetrated=0 for _,v in pairs(game.Workspace.CurrentCamera:GetPartsObscuringTarget({Target.Position},Ignore))do if v.CanCollide and v.Transparency~=1 and v.Name~="Window"then local MaxExtent=v.Size.Magnitude*Dir.Unit; local _,Enter=game.Workspace:FindPartOnRayWithWhitelist(Ray.new(game.Workspace.CurrentCamera.CFrame.Position,Dir),{v},true) local _,Exit=game.Workspace:FindPartOnRayWithWhitelist(Ray.new(Enter+MaxExtent,-MaxExtent),{v},true) local Depth=(Exit-Enter).Magnitude; if Depth>PenDepth then return false; else Penetrated=Penetrated+Depth; end else table.insert(Ignore,v) end end return Penetrated:) v.Position=game.Workspace.CurrentCamera.CFrame.Position v.Velocity=Vector3.new()--because we remove welds later >:) local weld=v:FindFirstChildWhichIsA("Weld")or v:FindFirstChildWhichIsA("WeldConstraint") if weld then weld:Destroy()--remove weld to remove swat to affecte accuracy end local x,y,z=CFrame.new(v.Position,target.Position+Vector3.new(0,.45--[[add half a block ofheigth because we can cause we can afford it]],0)):ToEulerAnglesYXZ() v.Orientation=Vector3.new(math.deg(x),math.deg(y),math.deg(z))--my very first silent aim i made came in handy LOL end if _G.SilentAim.Auto_Shoot and iswindowactive()and not istyping and not mouseisdown then coroutine.wrap(function()--so it dont bug out mouse1press()--stoopid method for auto shoot but hey cant get require anymore so fuck it mouseisdown=true wait() mouse1release() mouseisdown=false end)() end else local straight=game.Workspace.CurrentCamera.CFrame.LookVector*100000 for _,v in pairs(GetDirChange())do--fix bullet angle if we nolonger has target v.Position=game.Workspace.CurrentCamera.CFrame.Position v.Velocity=Vector3.new()--because we remove welds later >:) local weld=v:FindFirstChildWhichIsA("Weld")or v:FindFirstChildWhichIsA("WeldConstraint") if weld then weld:Destroy() end local x,y,z=CFrame.new(v.Position,straight):ToEulerAnglesYXZ() v.Orientation=Vector3.new(math.deg(x),math.deg(y),math.deg(z)) end end end end) coroutine.wrap(function()--our fov circle fuck you figure it out urself while wait(1)do pcall(function() if _G.SilentAim.Enabled and _G.SilentAim.Show_Fov and not _G.SilentAim.Ignore_Fov then local center=game.Workspace.CurrentCamera:WorldToViewportPoint(game.Workspace.CurrentCamera.CFrame.Position+game.Workspace.CurrentCamera.CFrame.LookVector) local a=Drawing.new("Circle") a.Visible=true a.Position=Vector2.new(center.X,center.Y) a.Color=_G.SilentAim.Fov_Color a.Thickness=2.5 a.Transparency=1 a.NumSides=100 a.Radius=_G.SilentAim.Fov coroutine.wrap(function() wait(1.1) a:Remove() end)() end end) end end)()