Message 88
Message 88
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
},
},
}
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
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
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
)
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)