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Message 88

This document contains Lua code that defines aiming and field of view (FOV) assist functions for a game cheat/exploit. It includes settings for camera aim assist, bullet redirection, autopredication, checks, and a resolver. The code finds the nearest player to the cursor using FOV circles, determines the closest body part, and handles aiming at and redirecting bullets to that target.

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0% found this document useful (0 votes)
63 views10 pages

Message 88

This document contains Lua code that defines aiming and field of view (FOV) assist functions for a game cheat/exploit. It includes settings for camera aim assist, bullet redirection, autopredication, checks, and a resolver. The code finds the nearest player to the cursor using FOV circles, determines the closest body part, and handles aiming at and redirecting bullets to that target.

Uploaded by

dngjhjw7vf
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
You are on page 1/ 10

getgenv().

futile = {
aiming = {
camera_aimassist = {
enabled = true,
keybind = "q",
prediction = 0.164,
aimassist = true,
smoothness = 0.0076,
shaking = true,
shake_offset = 3,
shake_replicator = 1,-->Useless Keep At 1 Or 0.1
easingstyle = "Linear",--> Linear,Elastic,Exponential,Sine,Quint, etc
easingdirection = "InOut",--> In,Out,InOut
hitpart = "HumanoidRootPart",
nearest_hitpart = false,
use_fov = false,
range = 1000,
locking_on_notifications = false
},
bullet_redirection = {
enabled = true,
prediction = 0.141,--> -0.142 a fye set
hitpart = "HumanoidRootPart",
nearest_hitpart = true,
use_disable_toggle = true,
disable_keybind = "p",--> make sure silent enabled before changing
before doing sum or will not disable
disable_notifications = true
},
},
fov = {
camera_aimassist = {
visible = false,
radius = 10,
radius_multiplier = 1,
filled = true,
transparency = 0.1,
thickness = 1,
sides = 20,
color = Color3.fromRGB(1, 35, 255),
move_position = "Cursor"--> Cursor/Center
},
bullet_redirection = {
visible = false,
radius = 40,
radius_multiplier = 1,
filled = true,
transparency = 0.08,
thickness = 1,
sides = 20,
color = Color3.fromRGB(1, 35, 255),
move_position = "Cursor"--> Cursor/Center
},
},
misc = {
autopred = {
enabled = false,
type = "Camera",--> Camera/Bullet
ping_120 = 0.17,
ping_110 = 0.164,
ping_100 = 0.16,
ping_90 = 0.154,
ping_80 = 0.151,
ping_70 = 0.147,
ping_60 = 0.14,
ping_50 = 0.135,
ping_40 = 0.13
},
checks = {
no_ground_shots = true,
unlocked_on_death = true
},
resolver = {
enabled = false,
anti_aim_viewer = true
},
},
}

local Players = game:GetService("Players")


local LocalPlayer = Players.LocalPlayer
local Client = LocalPlayer
local Character = LocalPlayer.Character or LocalPlayer.CharacterAdded:Wait()
local GetPlayers = Players.GetPlayers
local Mouse = LocalPlayer:GetMouse()
local RS = game:GetService("RunService")
local Camera = game.Workspace.CurrentCamera
local Players = game:GetService("Players")
local LocalPlayer = Players.LocalPlayer
local GetPlayers = Players.GetPlayers
local Mouse = LocalPlayer:GetMouse()
local Workspace = game:GetService("Workspace")
local GuiService = game:GetService("GuiService")
local RunService = game:GetService("RunService")
local CurrentCamera = Workspace.CurrentCamera
local GetGuiInset = GuiService.GetGuiInset
local Circle1 = Drawing.new("Circle")
local Circle2 = Drawing.new("Circle")
local Plr
local Plr2

function CameraFOV()
if not (Circle1) then
return
end
Circle1.Visible = getgenv().futile.fov.camera_aimassist.visible
Circle1.Radius = getgenv().futile.fov.camera_aimassist.radius *
getgenv().futile.fov.camera_aimassist.radius_multiplier
if getgenv().futile.fov.camera_aimassist.move_position == "Cursor" then
Circle1.Position = Vector2.new(Mouse.X, Mouse.Y + GetGuiInset(GuiService).Y)
elseif getgenv().futile.fov.camera_aimassist.move_position == "Center" then
local x = math.floor(workspace.CurrentCamera.ViewportSize.X * 0.5)
local y = math.floor(workspace.CurrentCamera.ViewportSize.Y * 0.5)
Circle1.Position = Vector2.new(x,y)
end
Circle1.Filled = getgenv().futile.fov.camera_aimassist.filled
Circle1.Transparency = getgenv().futile.fov.camera_aimassist.transparency
Circle1.Thickness = getgenv().futile.fov.camera_aimassist.thickness
Circle1.NumSides = getgenv().futile.fov.camera_aimassist.sides
Circle1.Color = getgenv().futile.fov.camera_aimassist.color
return Circle1
end

function BulletFOV()
if not (Circle2) then
return
end
Circle2.Visible = getgenv().futile.fov.bullet_redirection.visible
Circle2.Radius = getgenv().futile.fov.bullet_redirection.radius *
getgenv().futile.fov.bullet_redirection.radius_multiplier
if getgenv().futile.fov.bullet_redirection.move_position == "Cursor" then
Circle2.Position = Vector2.new(Mouse.X, Mouse.Y + GetGuiInset(GuiService).Y)
elseif getgenv().futile.fov.bullet_redirection.move_position == "Center" then
local x = math.floor(workspace.CurrentCamera.ViewportSize.X * 0.5)
local y = math.floor(workspace.CurrentCamera.ViewportSize.Y * 0.5)
Circle2.Position = Vector2.new(x,y)
end
Circle2.Filled = getgenv().futile.fov.bullet_redirection.filled
Circle2.Transparency = getgenv().futile.fov.bullet_redirection.transparency
Circle2.Thickness = getgenv().futile.fov.bullet_redirection.thickness
Circle2.NumSides = getgenv().futile.fov.bullet_redirection.sides
Circle2.Color = getgenv().futile.fov.bullet_redirection.color
return Circle2
end

local WTS = function (Object)


local ObjectVector = Camera:WorldToScreenPoint(Object.Position)
return Vector2.new(ObjectVector.X, ObjectVector.Y)
end

local IsOnScreen = function (Object)


local IsOnScreen = Camera:WorldToScreenPoint(Object.Position)
return IsOnScreen
end

local FilterObjs = function (Object)


if string.find(Object.Name, "Gun") then
return
end
if table.find({"Part", "MeshPart", "BasePart"}, Object.ClassName) then
return true
end
end

local MousePosVector2 = (function()


return Vector2.new(Mouse.X, Mouse.Y)
end)

if getgenv().futile.aiming.camera_aimassist.use_fov == true then


function NearestPerson()
local closestPlayer
local shortestDistance = getgenv().futile.fov.camera_aimassist.radius
for i, v in pairs(game.Players:GetPlayers()) do
pcall(function()

if v ~= game.Players.LocalPlayer and v.Character and


v.Character:FindFirstChild("Humanoid") then
local pos =
CurrentCamera:WorldToViewportPoint(v.Character.PrimaryPart.Position)
local magnitude =
(Vector2.new(pos.X, pos.Y) - Vector2.new(Mouse.X,
Mouse.Y)).magnitude
if (Vector2.new(pos.X, pos.Y) - Vector2.new(Mouse.X,
Mouse.Y)).magnitude < shortestDistance then
closestPlayer = v
shortestDistance = magnitude
end
end
end)
end
return closestPlayer
end
elseif getgenv().futile.aiming.camera_aimassist.use_fov == false then
function NearestPerson()
local closestPlayer
local shortestDistance = getgenv().futile.aiming.camera_aimassist.range
for i, v in pairs(game.Players:GetPlayers()) do
pcall(function()

if v ~= game.Players.LocalPlayer and v.Character and


v.Character:FindFirstChild("Humanoid") then
local pos =
CurrentCamera:WorldToViewportPoint(v.Character.PrimaryPart.Position)
local magnitude =
(Vector2.new(pos.X, pos.Y) - Vector2.new(Mouse.X,
Mouse.Y)).magnitude
if (Vector2.new(pos.X, pos.Y) - Vector2.new(Mouse.X,
Mouse.Y)).magnitude < shortestDistance then
closestPlayer = v
shortestDistance = magnitude
end
end
end)
end
return closestPlayer
end
end

local NearestPlayerFromFOV = function()


local Target, Closest = nil, 1/0

for _ ,v in pairs(Players:GetPlayers()) do
if (v.Character and v ~= Client and
v.Character:FindFirstChild("HumanoidRootPart")) then
local Position, OnScreen =
Camera:WorldToScreenPoint(v.Character.HumanoidRootPart.Position)
local Distance = (Vector2.new(Position.X, Position.Y) -
Vector2.new(Mouse.X, Mouse.Y)).Magnitude
local NotKO = v.Character:WaitForChild("BodyEffects")["K.O"].Value ~=
true;
local NotGrabbed = v.Character:FindFirstChild("GRABBING_COINSTRAINT")
== nil

if (Circle2.Radius > Distance and Distance < Closest and OnScreen and
NotKO and NotGrabbed ) then
Closest = Distance
Target = v
end
end
end

return Target
end

local ClosestBodyPart = (function()


local shortestDistance = math.huge
local bodyPart = nil
for _, v in next, game.Players:GetPlayers() do
if (v ~= Client and v.Character and
v.Character:FindFirstChild("Humanoid")) then
for k, x in next, v.Character:GetChildren() do
if (FilterObjs(x)) then
local Distance = (WTS(x) -
MousePosVector2()).magnitude
if (Distance < shortestDistance) then
shortestDistance = Distance
bodyPart = x
end
end
end
end
end
return bodyPart
end)

spawn(function()
while wait() do
if Plr2 ~= nil then
if getgenv().futile.aiming.bullet_redirection.nearest_hitpart then
getgenv().futile.aiming.bullet_redirection["hitpart"] =
tostring(ClosestBodyPart())
end
if Plr ~= nil then
if getgenv().futile.aiming.camera_aimassist.nearest_hitpart then
getgenv().futile.aiming.camera_aimassist["hitpart"] =
tostring(ClosestBodyPart())
end
end
end
end
end)

Mouse.KeyDown:Connect(function(Key)
local Keybind = getgenv().futile.aiming.camera_aimassist.keybind:lower()
if (Key == Keybind) then
if getgenv().futile.aiming.camera_aimassist.enabled == true then
IsTargetting = not IsTargetting
if IsTargetting then
Plr = NearestPerson()
if
getgenv().futile.aiming.camera_aimassist.locking_on_notifications == true then
game.StarterGui:SetCore("SendNotification", {
Title = "futileW",
Duration = 0.5,
Text = "locking on : " ..
tostring(Plr.Character.Humanoid.DisplayName)
})
end
else
if Plr ~= nil then
Plr = nil
end
end
end
end
end)

Mouse.KeyDown:Connect(
function(Key)
if getgenv().futile.aiming.bullet_redirection.use_disable_toggle then
if (Key == getgenv().futile.aiming.bullet_redirection.disable_keybind:lower())
then
if getgenv().futile.aiming.bullet_redirection.enabled == true then
getgenv().futile.aiming.bullet_redirection.enabled = false
if getgenv().futile.aiming.bullet_redirection.disable_notifications ==
true then
game.StarterGui:SetCore("SendNotification", {
Title = "futileW",
Duration = 0.5,
Text = "off"
})
end
else
getgenv().futile.aiming.bullet_redirection.enabled = true
if getgenv().futile.aiming.bullet_redirection.disable_notifications ==
true then
game.StarterGui:SetCore("SendNotification", {
Title = "futileW",
Duration = 0.5,
Text = "on"
})
end
end
end
end
end
)

local grmt = getrawmetatable(game)


local backupindex = grmt.__index
setreadonly(grmt, false)
grmt.__index = newcclosure(function(self, v)
if ( getgenv().futile.aiming.bullet_redirection.enabled and Mouse and
tostring(v) == "Hit") then
Plr2 = NearestPlayerFromFOV()
if Plr2 then
local endpoint =
game.Players[tostring(Plr2)].Character[ getgenv().futile.aiming.bullet_redirection[
"hitpart"]].CFrame + (

game.Players[tostring(Plr2)].Character[ getgenv().futile.aiming.bullet_redirection[
"hitpart"]].Velocity * getgenv().futile.aiming.bullet_redirection.prediction
)
return (tostring(v) == "Hit" and endpoint)
end
end
return backupindex(self, v)
end)

RS.Heartbeat:Connect(function()
if getgenv().futile.aiming.camera_aimassist.enabled == true and Plr and
Plr.Character ~= nil then
if getgenv().futile.aiming.camera_aimassist.shaking then
local Main =
CFrame.new(Camera.CFrame.p,Plr.Character[getgenv().futile.aiming.camera_aimassist.h
itpart].Position +
Plr.Character[getgenv().futile.aiming.camera_aimassist.hitpart].Velocity*getgenv().
futile.aiming.camera_aimassist.prediction +
Vector3.new(
math.random(-
getgenv().futile.aiming.camera_aimassist.shake_offset,getgenv().futile.aiming.camer
a_aimassist.shake_offset),
math.random(-
getgenv().futile.aiming.camera_aimassist.shake_offset,getgenv().futile.aiming.camer
a_aimassist.shake_offset),
math.random(-
getgenv().futile.aiming.camera_aimassist.shake_offset,getgenv().futile.aiming.camer
a_aimassist.shake_offset)
)*getgenv().futile.aiming.camera_aimassist.shake_replicator)
Camera.CFrame = Camera.CFrame:Lerp(Main,
getgenv().futile.aiming.camera_aimassist.smoothness,
Enum.EasingStyle[getgenv().futile.aiming.camera_aimassist.easingstyle],Enum.EasingD
irection[getgenv().futile.aiming.camera_aimassist.easingdirection])
else
local Main =
CFrame.new(Camera.CFrame.p,Plr.Character[getgenv().futile.aiming.camera_aimassist.h
itpart].Position +
Plr.Character[getgenv().futile.aiming.camera_aimassist.hitpart].Velocity*getgenv().
futile.aiming.camera_aimassist.prediction)
Camera.CFrame = Camera.CFrame:Lerp(Main,
getgenv().futile.aiming.camera_aimassist.smoothness, Enum.EasingStyle.Elastic,
Enum.EasingDirection.InOut, Enum.EasingStyle.Sine, Enum.EasingDirection.Out)
end
end
end)

RS.RenderStepped:Connect(function()
if getgenv().futile.aiming.camera_aimassist.aimassist and
getgenv().futile.aiming.camera_aimassist.enabled == true then
local Main = CFrame.new(workspace.CurrentCamera.CFrame.p,
Plr.Character[getgenv().futile.aiming.camera_aimassist.hitpart].Position +
Plr.Character[getgenv().futile.aiming.camera_aimassist.hitpart].Velocity*getgenv().
futile.aiming.camera_aimassist.prediction)
workspace.CurrentCamera.CFrame =
workspace.CurrentCamera.CFrame:Lerp(Main,getgenv().futile.aiming.camera_aimassist.s
moothness,Enum.EasingStyle[getgenv().futile.aiming.camera_aimassist.easingstyle],En
um.EasingDirection[getgenv().futile.aiming.camera_aimassist.easingdirection])
elseif getgenv().futile.aiming.camera_aimassist.aimassist == false and
getgenv().futile.aiming.camera_aimassist.enabled == true then
workspace.CurrentCamera.CFrame =
CFrame.new(workspace.CurrentCamera.CFrame.Position,
Plr.Character[getgenv().futile.aiming.camera_aimassist.hitpart].Position +
Plr.Character[getgenv().futile.aiming.camera_aimassist.hitpart].Velocity*getgenv().
futile.aiming.camera_aimassist.prediction)
end
end)

RS.Heartbeat:Connect(function()
if getgenv().futile.misc.resolver.enabled then
pcall(function()
for i,v in pairs(game.Players:GetChildren()) do
if v ~= game.Players.LocalPlayer then
local hrp = v.Character.HumanoidRootPart
hrp.Velocity = Vector3.new(0.1,-0,0.34) *(0.11^00)
hrp.AssemblyLinearVelocity = Vector3.new(0,0,0) *(0^0)
hrp.Velocity = Vector3.new(hrp.Velocity.X, 0, hrp.Velocity.Z)
hrp.AssemblyLinearVelocity = Vector3.new(hrp.Velocity.X,-0,
hrp.Velocity.Z)
end
end
end)
end
end)

RS.Heartbeat:Connect(function()
BulletFOV()
CameraFOV()
if getgenv().futile.misc.checks.unlocked_on_death then
if Plr.Character.BodyEffects["K.O"].Value then Plr = nil end
end
end)

if getgenv().futile.misc.checks.no_ground_shots == true and


Plr.Character:FindFirstChild("Humanoid") and
Plr.Character:FindFirstChild("Humanoid") == Enum.HumanoidStateType.Freefall then
pcall(function()
local TargetVelv5 =
Plr.Character[getgenv().futile.aiming.bullet_redirection.hitpart and
getgenv().futile.aiming.bullet_redirection.hitpart]
TargetVelv5.Velocity = Vector3.new(TargetVelv5.Velocity.X,
(TargetVelv5.Velocity.Y * 0.2), TargetVelv5.Velocity.Z)
TargetVelv5.AssemblyLinearVelocity = Vector3.new(TargetVelv5.Velocity.X,
(TargetVelv5.Velocity.Y * 0.2), TargetVelv5.Velocity.Z)
end)
end

if getgenv().futile.misc.resolver.anti_aim_viewer == true then


for i, v in pairs(game.Players:GetPlayers()) do
if v ~= Client and v.Character and v.Character:FindFirstChild("Head") and
v.Character:FindFirstChild("HumanoidRootPart") then
local c =
game.Workspace.CurrentCamera:WorldToViewportPoint(v.Character.PrimaryPart.Position)
local d = (Vector2.new(Mouse.X, Mouse.Y) - Vector2.new(c.X, c.Y)).Magnitude
if a > d then
b = v
a = d
end
end
end
return b
end
while wait() do
if getgenv().futile.misc.autopred.enabled == true and
getgenv().futile.misc.autopred.type == "Bullet" then
local pingvalue = game:GetService("Stats").Network.ServerStatsItem["Data
Ping"]:GetValueString()
local split = string.split(pingvalue,'(')
local ping = tonumber(split[1])
if ping < 120 then
getgenv().futile.aiming.camera_aimassist.prediction =
getgenv().futile.misc.autopred.ping_120
elseif ping < 110 then
getgenv().futile.aiming.camera_aimassist.prediction =
getgenv().futile.misc.autopred.ping_110
elseif ping < 100 then
getgenv().futile.aiming.camera_aimassist.prediction =
getgenv().futile.misc.autopred.ping_100
elseif ping < 90 then
getgenv().futile.aiming.camera_aimassist.prediction =
getgenv().futile.misc.autopred.ping_90
elseif ping < 80 then
getgenv().futile.aiming.camera_aimassist.prediction =
getgenv().futile.misc.autopred.ping_80
elseif ping < 70 then
getgenv().futile.aiming.camera_aimassist.prediction =
getgenv().futile.misc.autopred.ping_70
elseif ping < 60 then
getgenv().futile.aiming.camera_aimassist.prediction =
getgenv().futile.misc.autopred.ping_60
elseif ping < 50 then
getgenv().futile.aiming.camera_aimassist.prediction =
getgenv().futile.misc.autopred.ping_50
elseif ping < 40 then
getgenv().futile.aiming.camera_aimassist.prediction =
getgenv().futile.misc.autopred.ping_40
end
elseif getgenv().futile.misc.autopred.enabled == true and
getgenv().futile.misc.autopred.type == "Camera" then
local pingvalue =
game:GetService("Stats").Network.ServerStatsItem["Data Ping"]:GetValueString()
local split = string.split(pingvalue,'(')
local ping = tonumber(split[1])
if ping < 120 then
getgenv().futile.aiming.bullet_redirection.prediction =
getgenv().futile.misc.autopred.ping_120
elseif ping < 110 then
getgenv().futile.aiming.bullet_redirection.prediction =
getgenv().futile.misc.autopred.ping_110
elseif ping < 100 then
getgenv().futile.aiming.bullet_redirection.prediction =
getgenv().futile.misc.autopred.ping_100
elseif ping < 90 then
getgenv().futile.aiming.bullet_redirection.prediction =
getgenv().futile.misc.autopred.ping_90
elseif ping < 80 then
getgenv().futile.aiming.bullet_redirection.prediction =
getgenv().futile.misc.autopred.ping_80
elseif ping < 70 then
getgenv().futile.aiming.bullet_redirection.prediction =
getgenv().futile.misc.autopred.ping_70
elseif ping < 60 then
getgenv().futile.aiming.bullet_redirection.prediction =
getgenv().futile.misc.autopred.ping_60
elseif ping < 50 then
getgenv().futile.aiming.bullet_redirection.prediction =
getgenv().futile.misc.autopred.ping_50
elseif ping < 40 then
getgenv().futile.aiming.bullet_redirection.prediction =
getgenv().futile.misc.autopred.ping_40
end
end
end

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