Source Code AIM ESP TEAMCHECK CHAMS NO BANS
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Source Code AIM ESP TEAMCHECK CHAMS NO BANS

[0.25.3] Deadlineleetleet 5.6K views 560 executesUpdated Nov 29, 2025
4.2/ 5(12 votes)
10283% Positive
Lua Script•1384 lines (45463 chars)
-- This WILL NOT WORK ON LOW UNC EXECUTORS LIKE XENO
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")
local Workspace = game:GetService("Workspace")
local Lighting = game:GetService("Lighting")

local LocalPlayer = Players.LocalPlayer


local Tuning = {
    CacheInterval = 0.2,
    TeamScanInterval = 0.5,
    CleanupInterval = 1.0,
    ChamsUpdateInterval = 0.15,
    
    BoxRatio = 0.55,
    CornerLength = 10,
    TracerThickness = 1.5,
    BoxThickness = 1.5,
    
    NameSize = 14,
    DistSize = 12,
    NameOffset = 18,
    DistOffset = 6,
    
    MinBoxSize = 20,
    MaxBoxSize = 400,
    
    MenuWidth = 280,
    MenuItemHeight = 28,
    MenuPadding = 12,
    TabHeight = 32
}

local Palette = {
    Enemy = Color3.fromRGB(255, 75, 85),
    EnemyAlt = Color3.fromRGB(255, 120, 130),
    Friendly = Color3.fromRGB(80, 180, 255),
    Checking = Color3.fromRGB(150, 150, 150),
    Dead = Color3.fromRGB(120, 120, 130),
    
    MenuBg = Color3.fromRGB(18, 18, 22),
    MenuPanel = Color3.fromRGB(24, 24, 30),
    MenuBorder = Color3.fromRGB(45, 45, 55),
    MenuAccent = Color3.fromRGB(255, 75, 85),
    MenuAccentDim = Color3.fromRGB(180, 55, 65),
    MenuText = Color3.fromRGB(235, 235, 240),
    MenuTextDim = Color3.fromRGB(140, 140, 150),
    MenuEnabled = Color3.fromRGB(85, 220, 120),
    MenuDisabled = Color3.fromRGB(70, 70, 80),
    
    Tracer = Color3.fromRGB(255, 140, 100),
    ChamsOutline = Color3.fromRGB(255, 255, 255),
    ChamsFill = Color3.fromRGB(255, 75, 85)
}

local Settings = {
    ESP_Enabled = true,
    ESP_Box = true,
    ESP_BoxStyle = 1,
    ESP_BoxFill = false,
    ESP_Name = true,
    ESP_Distance = true,
    ESP_Tracer = false,
    ESP_TracerOrigin = 1,
    ESP_TeamCheck = true,
    ESP_Chams = false,
    ESP_ChamsOutline = true,
    ESP_MaxDistance = 500,
    
    AIM_Enabled = false,
    AIM_FOV = 180,
    AIM_Smooth = 0.18,
    AIM_ShowFOV = true,
    AIM_TargetPart = 1,
    AIM_TeamCheck = true,
    
    MenuOpen = true
}

local State = {
    Unloaded = false,
    LastCache = 0,
    LastTeamScan = 0,
    LastCleanup = 0,
    LastChamsUpdate = 0,
    CurrentTab = 1,
    MenuPos = nil,
    MenuDragging = false,
    MenuDragOffset = Vector2.zero
}

local Cache = {
    Soldiers = {},
    Positions = {},
    Friendlies = {},
    FriendlyScores = {},
    ConfirmedEnemies = {},
    EnemyConfirmations = {},
    FriendlyIndicators = {},
    LastFriendlyUpdate = {}
}

local ESP = {
    Objects = {},
    Pool = {},
    PoolIndex = 0
}

local Chams = {
    Objects = {}
}

local Menu = {
    Drawings = {},
    Tabs = {"ESP", "AIM"},
    Items = {}
}

local CharacterFolder = nil
local Connections = {}

local function ClampVector2(v, minX, maxX, minY, maxY)
    return Vector2.new(
        math.clamp(v.X, minX, maxX),
        math.clamp(v.Y, minY, maxY)
    )
end

local function IsValidModel(model)
    if not model or not model.Parent then return false end
    local root = model:FindFirstChild("humanoid_root_part")
    return root ~= nil and root.Parent ~= nil
end

local function GetRoot(model)
    return model:FindFirstChild("humanoid_root_part")
end

local function GetHead(model)
    return model:FindFirstChild("head")
end

local function GetTorso(model)
    return model:FindFirstChild("torso")
end

local function GetLocalRoot()
    local char = LocalPlayer.Character
    if not char then return nil end
    return char:FindFirstChild("HumanoidRootPart") or char:FindFirstChild("humanoid_root_part")
end

local function GetLocalPosition()
    local root = GetLocalRoot()
    if root then return root.Position end
    local cam = Workspace.CurrentCamera
    return cam and cam.CFrame.Position or Vector3.zero
end

local function IsLocalPlayer(model)
    local char = LocalPlayer.Character
    if not char then return false end
    if model == char then return true end
    local myRoot = GetLocalRoot()
    local modelRoot = GetRoot(model)
    if myRoot and modelRoot then
        return (myRoot.Position - modelRoot.Position).Magnitude < 1
    end
    return false
end

local function ScanFriendlyIndicators()
    Cache.FriendlyIndicators = {}
    
    if not Settings.ESP_TeamCheck then return end
    
    local playerGui = LocalPlayer:FindFirstChild("PlayerGui")
    if not playerGui then return end
    
    local count = 0
    local maxIndicators = 50
    
    local descendants = playerGui:GetDescendants()
    for i = 1, #descendants do
        if count >= maxIndicators then break end
        
        local gui = descendants[i]
        if not gui:IsA("GuiObject") or not gui.Visible then continue end
        
        local size = gui.AbsoluteSize
        if size.X <= 0 or size.Y <= 0 or size.X >= 20 or size.Y >= 20 then continue end
        
        local isIndicator = false
        
        if gui:IsA("Frame") and gui.BackgroundTransparency < 0.9 then
            local col = gui.BackgroundColor3
            if col.G > 0.5 or col.B > 0.5 then
                isIndicator = true
            end
        elseif gui:IsA("ImageLabel") and gui.ImageTransparency < 0.5 and gui.Image ~= "" then
            isIndicator = true
        end
        
        if isIndicator then
            local pos = gui.AbsolutePosition
            Cache.FriendlyIndicators[count + 1] = Vector2.new(pos.X + size.X/2, pos.Y + size.Y/2)
            count = count + 1
        end
    end
end

local function UpdateFriendlyStatus()
    if not Settings.ESP_TeamCheck then
        return
    end
    
    local cam = Workspace.CurrentCamera
    if not cam then return end
    
    local processedModels = {}
    
    for model, data in pairs(Cache.Soldiers) do
        if not IsValidModel(model) then
            Cache.Friendlies[model] = nil
            Cache.FriendlyScores[model] = nil
            Cache.ConfirmedEnemies[model] = nil
            Cache.EnemyConfirmations[model] = nil
            continue
        end
        
        local root = GetRoot(model)
        if not root then continue end
        
        local screenPos, onScreen = cam:WorldToViewportPoint(root.Position)
        
        if Cache.ConfirmedEnemies[model] then
            continue
        end
        
        if not onScreen or screenPos.Z <= 0 then
            local enemyConfirms = Cache.EnemyConfirmations[model] or 0
            if enemyConfirms > 0 then
                Cache.EnemyConfirmations[model] = enemyConfirms + 1
                if Cache.EnemyConfirmations[model] >= 2 then
                    Cache.ConfirmedEnemies[model] = true
                    Cache.Friendlies[model] = nil
                    Cache.EnemyConfirmations[model] = 999
                end
            end
            continue
        end
        
        processedModels[model] = true
        
        local screenPos2D = Vector2.new(screenPos.X, screenPos.Y)
        local foundIndicator = false
        
        for i = 1, #Cache.FriendlyIndicators do
            local indicator = Cache.FriendlyIndicators[i]
            local dist = (indicator - screenPos2D).Magnitude
            if dist < 120 then
                foundIndicator = true
                break
            end
        end
        
        local currentScore = Cache.FriendlyScores[model] or 0
        local enemyConfirms = Cache.EnemyConfirmations[model] or 0
        
        if foundIndicator then
            currentScore = math.min(currentScore + 2, 8)
            enemyConfirms = math.max(enemyConfirms - 2, 0)
        else
            currentScore = math.max(currentScore - 1, 0)
            enemyConfirms = enemyConfirms + 2
        end
        
        Cache.FriendlyScores[model] = currentScore
        Cache.EnemyConfirmations[model] = enemyConfirms
        Cache.LastFriendlyUpdate[model] = tick()
        
        if currentScore >= 3 then
            Cache.Friendlies[model] = true
            Cache.ConfirmedEnemies[model] = nil
            Cache.EnemyConfirmations[model] = 0
        elseif enemyConfirms >= 2 then
            Cache.Friendlies[model] = nil
            Cache.ConfirmedEnemies[model] = true
            Cache.EnemyConfirmations[model] = 999
        elseif currentScore <= 0 then
            Cache.Friendlies[model] = nil
        end
    end
    
    for model in pairs(Cache.FriendlyScores) do
        if not processedModels[model] and Cache.Soldiers[model] then
            if not Cache.ConfirmedEnemies[model] then
                local lastUpdate = Cache.LastFriendlyUpdate[model] or 0
                if tick() - lastUpdate > 2 then
                    Cache.FriendlyScores[model] = math.max((Cache.FriendlyScores[model] or 0) - 1, 0)
                    Cache.LastFriendlyUpdate[model] = tick()
                    
                    if Cache.FriendlyScores[model] <= 0 then
                        Cache.Friendlies[model] = nil
                    end
                end
            end
        end
    end
end

local function IsFriendly(model)
    if not Settings.ESP_TeamCheck then return false end
    if Cache.ConfirmedEnemies[model] then return false end
    return Cache.Friendlies[model] == true
end

local function IsChecking(model)
    if not Settings.ESP_TeamCheck then return false end
    if Cache.ConfirmedEnemies[model] then return false end
    if Cache.Friendlies[model] == true then return false end
    return true
end

local function GetPlayerStatus(model)
    if not Settings.ESP_TeamCheck then
        return "neutral", Palette.Enemy
    end
    
    if Cache.ConfirmedEnemies[model] then
        return "enemy", Palette.Enemy
    end
    
    if Cache.Friendlies[model] == true then
        return "friendly", Palette.Friendly
    end
    
    return "checking", Palette.Checking
end

local function CreateESPObject()
    local obj = {
        Box = {},
        Corners = {},
        Name = Drawing.new("Text"),
        Distance = Drawing.new("Text"),
        Tracer = Drawing.new("Line"),
        Fill = Drawing.new("Square")
    }
    
    for i = 1, 4 do
        obj.Box[i] = Drawing.new("Line")
        obj.Box[i].Thickness = Tuning.BoxThickness
        obj.Box[i].Visible = false
    end
    
    for i = 1, 8 do
        obj.Corners[i] = Drawing.new("Line")
        obj.Corners[i].Thickness = Tuning.BoxThickness
        obj.Corners[i].Visible = false
    end
    
    obj.Name.Size = Tuning.NameSize
    obj.Name.Font = Drawing.Fonts.Plex
    obj.Name.Center = true
    obj.Name.Outline = true
    obj.Name.Visible = false
    
    obj.Distance.Size = Tuning.DistSize
    obj.Distance.Font = Drawing.Fonts.Plex
    obj.Distance.Center = true
    obj.Distance.Outline = true
    obj.Distance.Color = Palette.MenuTextDim
    obj.Distance.Visible = false
    
    obj.Tracer.Thickness = Tuning.TracerThickness
    obj.Tracer.Visible = false
    
    obj.Fill.Filled = true
    obj.Fill.Transparency = 0.15
    obj.Fill.Visible = false
    
    return obj
end

local function HideESP(obj)
    if not obj then return end
    for i = 1, 4 do
        if obj.Box[i] then obj.Box[i].Visible = false end
    end
    for i = 1, 8 do
        if obj.Corners[i] then obj.Corners[i].Visible = false end
    end
    if obj.Name then obj.Name.Visible = false end
    if obj.Distance then obj.Distance.Visible = false end
    if obj.Tracer then obj.Tracer.Visible = false end
    if obj.Fill then obj.Fill.Visible = false end
end

local function DestroyESP(obj)
    if not obj then return end
    pcall(function()
        for i = 1, 4 do
            if obj.Box[i] then obj.Box[i]:Remove() end
        end
        for i = 1, 8 do
            if obj.Corners[i] then obj.Corners[i]:Remove() end
        end
        if obj.Name then obj.Name:Remove() end
        if obj.Distance then obj.Distance:Remove() end
        if obj.Tracer then obj.Tracer:Remove() end
        if obj.Fill then obj.Fill:Remove() end
    end)
end

local function GetPooledESP()
    ESP.PoolIndex = ESP.PoolIndex + 1
    if not ESP.Pool[ESP.PoolIndex] then
        ESP.Pool[ESP.PoolIndex] = CreateESPObject()
    end
    return ESP.Pool[ESP.PoolIndex]
end

local function ResetPool()
    for i = ESP.PoolIndex + 1, #ESP.Pool do
        HideESP(ESP.Pool[i])
    end
    ESP.PoolIndex = 0
end

local function RenderESP(obj, model, cam, screenSize, screenCenter, myPos)
    local root = GetRoot(model)
    if not root then
        HideESP(obj)
        return
    end
    
    local rootPos = root.Position
    local dist = (rootPos - myPos).Magnitude
    
    if dist > Settings.ESP_MaxDistance then
        HideESP(obj)
        return
    end
    
    local screenPos, onScreen = cam:WorldToViewportPoint(rootPos)
    
    if not onScreen or screenPos.Z <= 0 then
        HideESP(obj)
        return
    end
    
    local baseHeight = 1200 / math.max(screenPos.Z, 1)
    local boxH = math.clamp(baseHeight, Tuning.MinBoxSize, Tuning.MaxBoxSize)
    local boxW = boxH * Tuning.BoxRatio
    
    local cx, cy = screenPos.X, screenPos.Y
    local halfW, halfH = boxW / 2, boxH / 2
    local top = cy - halfH * 1.1
    local bottom = cy + halfH * 0.9
    local left = cx - halfW
    local right = cx + halfW
    
    local status, color = GetPlayerStatus(model)
    
    if Settings.ESP_Box then
        if Settings.ESP_BoxStyle == 1 then
            for i = 1, 8 do obj.Corners[i].Visible = false end
            
            obj.Box[1].From = Vector2.new(left, top)
            obj.Box[1].To = Vector2.new(right, top)
            obj.Box[2].From = Vector2.new(right, top)
            obj.Box[2].To = Vector2.new(right, bottom)
            obj.Box[3].From = Vector2.new(right, bottom)
            obj.Box[3].To = Vector2.new(left, bottom)
            obj.Box[4].From = Vector2.new(left, bottom)
            obj.Box[4].To = Vector2.new(left, top)
            
            for i = 1, 4 do
                obj.Box[i].Color = color
                obj.Box[i].Visible = true
            end
        else
            for i = 1, 4 do obj.Box[i].Visible = false end
            
            local cl = Tuning.CornerLength
            
            obj.Corners[1].From = Vector2.new(left, top)
            obj.Corners[1].To = Vector2.new(left + cl, top)
            obj.Corners[2].From = Vector2.new(left, top)
            obj.Corners[2].To = Vector2.new(left, top + cl)
            
            obj.Corners[3].From = Vector2.new(right, top)
            obj.Corners[3].To = Vector2.new(right - cl, top)
            obj.Corners[4].From = Vector2.new(right, top)
            obj.Corners[4].To = Vector2.new(right, top + cl)
            
            obj.Corners[5].From = Vector2.new(left, bottom)
            obj.Corners[5].To = Vector2.new(left + cl, bottom)
            obj.Corners[6].From = Vector2.new(left, bottom)
            obj.Corners[6].To = Vector2.new(left, bottom - cl)
            
            obj.Corners[7].From = Vector2.new(right, bottom)
            obj.Corners[7].To = Vector2.new(right - cl, bottom)
            obj.Corners[8].From = Vector2.new(right, bottom)
            obj.Corners[8].To = Vector2.new(right, bottom - cl)
            
            for i = 1, 8 do
                obj.Corners[i].Color = color
                obj.Corners[i].Visible = true
            end
        end
    else
        for i = 1, 4 do obj.Box[i].Visible = false end
        for i = 1, 8 do obj.Corners[i].Visible = false end
    end
    
    if Settings.ESP_BoxFill then
        obj.Fill.Position = Vector2.new(left, top)
        obj.Fill.Size = Vector2.new(boxW, bottom - top)
        obj.Fill.Color = color
        obj.Fill.Visible = true
    else
        obj.Fill.Visible = false
    end
    
    if Settings.ESP_Name and Settings.ESP_TeamCheck then
        if status == "friendly" then
            obj.Name.Text = "FRIENDLY"
        elseif status == "checking" then
            obj.Name.Text = "CHECKING"
        else
            obj.Name.Text = "ENEMY"
        end
        obj.Name.Position = Vector2.new(cx, top - Tuning.NameOffset)
        obj.Name.Color = color
        obj.Name.Visible = true
    else
        obj.Name.Visible = false
    end
    
    if Settings.ESP_Distance then
        obj.Distance.Text = math.floor(dist) .. "m"
        obj.Distance.Position = Vector2.new(cx, bottom + Tuning.DistOffset)
        obj.Distance.Visible = true
    else
        obj.Distance.Visible = false
    end
    
    if Settings.ESP_Tracer then
        local origin
        if Settings.ESP_TracerOrigin == 1 then
            origin = Vector2.new(screenCenter.X, screenSize.Y)
        elseif Settings.ESP_TracerOrigin == 2 then
            origin = screenCenter
        else
            origin = Vector2.new(screenCenter.X, 0)
        end
        obj.Tracer.From = origin
        obj.Tracer.To = Vector2.new(cx, bottom)
        obj.Tracer.Color = Palette.Tracer
        obj.Tracer.Visible = true
    else
        obj.Tracer.Visible = false
    end
end

local function CreateChams(model)
    if Chams.Objects[model] then return end
    
    local h = Instance.new("Highlight")
    h.Name = "Highlight"
    h.Adornee = model
    h.FillColor = Palette.ChamsFill
    h.OutlineColor = Palette.ChamsOutline
    h.FillTransparency = 0.7
    h.OutlineTransparency = Settings.ESP_ChamsOutline and 0 or 1
    h.DepthMode = Enum.HighlightDepthMode.AlwaysOnTop
    h.Parent = model
    
    Chams.Objects[model] = h
end

local function UpdateChams(model)
    local h = Chams.Objects[model]
    if not h or not h.Parent then return end
    
    local status, fillColor = GetPlayerStatus(model)
    if not Settings.ESP_TeamCheck then
        fillColor = Palette.ChamsFill
    elseif status == "friendly" then
        fillColor = Palette.Friendly
    elseif status == "checking" then
        fillColor = Palette.Checking
    else
        fillColor = Palette.ChamsFill
    end
    
    h.FillColor = fillColor
    h.OutlineTransparency = Settings.ESP_ChamsOutline and 0 or 1
end

local function RemoveChams(model)
    local h = Chams.Objects[model]
    if not h then return end
    
    pcall(function() h:Destroy() end)
    Chams.Objects[model] = nil
end

local function ClearAllChams()
    for model in pairs(Chams.Objects) do
        RemoveChams(model)
    end
end

local function CacheSoldiers()
    if not CharacterFolder then return end
    
    local children = CharacterFolder:GetChildren()
    local validModels = {}
    local myPos = GetLocalPosition()
    local maxDist = Settings.ESP_MaxDistance
    
    for i = 1, #children do
        local model = children[i]
        if not model:IsA("Model") then continue end
        if not IsValidModel(model) then continue end
        if IsLocalPlayer(model) then continue end
        
        local root = GetRoot(model)
        if root then
            local dist = (root.Position - myPos).Magnitude
            if dist <= maxDist then
                validModels[model] = true
                if not Cache.Soldiers[model] then
                    Cache.Soldiers[model] = { added = tick() }
                end
            end
        end
    end
    
    for model in pairs(Cache.Soldiers) do
        if not validModels[model] then
            Cache.Soldiers[model] = nil
            Cache.Friendlies[model] = nil
            Cache.FriendlyScores[model] = nil
            Cache.ConfirmedEnemies[model] = nil
            Cache.EnemyConfirmations[model] = nil
            Cache.LastFriendlyUpdate[model] = nil
            RemoveChams(model)
        end
    end
end

local FOVCircle = Drawing.new("Circle")
FOVCircle.Thickness = 1.5
FOVCircle.NumSides = 64
FOVCircle.Filled = false
FOVCircle.Visible = false
FOVCircle.Color = Palette.MenuAccent
FOVCircle.Transparency = 0.7

local function GetClosestTarget(cam, mousePos)
    local closestTarget = nil
    local shortestDistance = Settings.AIM_FOV
    
    for model in pairs(Cache.Soldiers) do
        if Settings.AIM_TeamCheck and IsFriendly(model) then continue end
        if Settings.ESP_TeamCheck and IsChecking(model) then continue end
        if not IsValidModel(model) then continue end
        
        local targetPart
        if Settings.AIM_TargetPart == 1 then
            targetPart = GetHead(model)
        elseif Settings.AIM_TargetPart == 2 then
            targetPart = GetTorso(model)
        else
            targetPart = GetRoot(model)
        end
        
        if not targetPart then continue end
        
        local screenPos, onScreen = cam:WorldToViewportPoint(targetPart.Position)
        if not onScreen or screenPos.Z <= 0 then continue end
        
        local screenDist = (mousePos - Vector2.new(screenPos.X, screenPos.Y)).Magnitude
        if screenDist < shortestDistance then
            shortestDistance = screenDist
            closestTarget = model
        end
    end
    
    return closestTarget
end

local function ProcessAimbot(cam, screenCenter)
    local mousePos = UserInputService:GetMouseLocation()
    local isHoldingRMB = UserInputService:IsMouseButtonPressed(Enum.UserInputType.MouseButton2)
    
    FOVCircle.Position = mousePos
    FOVCircle.Radius = Settings.AIM_FOV
    FOVCircle.Visible = Settings.AIM_Enabled and Settings.AIM_ShowFOV
    FOVCircle.Color = isHoldingRMB and Palette.MenuEnabled or Palette.MenuAccent
    
    if not Settings.AIM_Enabled then return end
    if not isHoldingRMB then return end
    
    local target = GetClosestTarget(cam, mousePos)
    if not target then return end
    
    local targetPart
    if Settings.AIM_TargetPart == 1 then
        targetPart = target:FindFirstChild("head")
    elseif Settings.AIM_TargetPart == 2 then
        targetPart = target:FindFirstChild("torso")
    else
        targetPart = target:FindFirstChild("humanoid_root_part")
    end
    
    if not targetPart then return end
    
    local screenPos = cam:WorldToViewportPoint(targetPart.Position)
    local delta = Vector2.new(screenPos.X, screenPos.Y) - mousePos
    
    mousemoverel(delta.X * Settings.AIM_Smooth, delta.Y * Settings.AIM_Smooth)
end

local MenuItems = {
    {tab = 1, label = "ESP Settings", type = "header"},
    {tab = 1, label = "Enable ESP", key = "ESP_Enabled", type = "toggle"},
    {tab = 1, label = "Box ESP", key = "ESP_Box", type = "toggle"},
    {tab = 1, label = "Box Style", key = "ESP_BoxStyle", type = "dropdown", options = {"Full", "Corner"}, optionCount = 2},
    {tab = 1, label = "Box Fill", key = "ESP_BoxFill", type = "toggle"},
    {tab = 1, label = "Name", key = "ESP_Name", type = "toggle"},
    {tab = 1, label = "Distance", key = "ESP_Distance", type = "toggle"},
    {tab = 1, label = "Max Distance", key = "ESP_MaxDistance", type = "slider", min = 500, max = 3000, step = 50},
    {tab = 1, label = "Tracer", key = "ESP_Tracer", type = "toggle"},
    {tab = 1, label = "Tracer Origin", key = "ESP_TracerOrigin", type = "dropdown", options = {"Bottom", "Center", "Top"}, optionCount = 3},
    {tab = 1, label = "Team Check", key = "ESP_TeamCheck", type = "toggle"},
    {tab = 1, label = "Chams", type = "header"},
    {tab = 1, label = "Enable Chams", key = "ESP_Chams", type = "toggle"},
    {tab = 1, label = "Chams Outline", key = "ESP_ChamsOutline", type = "toggle"},
    
    {tab = 2, label = "Aimbot Settings", type = "header"},
    {tab = 2, label = "Enable Aimbot", key = "AIM_Enabled", type = "toggle"},
    {tab = 2, label = "Show FOV", key = "AIM_ShowFOV", type = "toggle"},
    {tab = 2, label = "FOV Size", key = "AIM_FOV", type = "slider", min = 50, max = 400, step = 10},
    {tab = 2, label = "Smoothness", key = "AIM_Smooth", type = "slider", min = 0.05, max = 0.5, step = 0.01},
    {tab = 2, label = "Target Part", key = "AIM_TargetPart", type = "dropdown", options = {"Head", "Torso", "Root"}, optionCount = 3},
    {tab = 2, label = "Team Check", key = "AIM_TeamCheck", type = "toggle"}
}

local function CreateMenuDrawings()
    Menu.Drawings.Bg = Drawing.new("Square")
    Menu.Drawings.Bg.Filled = true
    Menu.Drawings.Bg.Color = Palette.MenuBg
    
    Menu.Drawings.Border = Drawing.new("Square")
    Menu.Drawings.Border.Filled = false
    Menu.Drawings.Border.Color = Palette.MenuBorder
    Menu.Drawings.Border.Thickness = 1
    
    Menu.Drawings.AccentLine = Drawing.new("Line")
    Menu.Drawings.AccentLine.Thickness = 2
    Menu.Drawings.AccentLine.Color = Palette.MenuAccent
    
    Menu.Drawings.Title = Drawing.new("Text")
    Menu.Drawings.Title.Size = 18
    Menu.Drawings.Title.Font = Drawing.Fonts.Plex
    Menu.Drawings.Title.Color = Palette.MenuAccent
    Menu.Drawings.Title.Outline = true
    Menu.Drawings.Title.Text = "DEADLINE"
    
    Menu.Drawings.Subtitle = Drawing.new("Text")
    Menu.Drawings.Subtitle.Size = 12
    Menu.Drawings.Subtitle.Font = Drawing.Fonts.Plex
    Menu.Drawings.Subtitle.Color = Palette.MenuTextDim
    Menu.Drawings.Subtitle.Outline = true
    Menu.Drawings.Subtitle.Text = "by leet"
    
    Menu.Drawings.Tabs = {}
    for i = 1, #Menu.Tabs do
        Menu.Drawings.Tabs[i] = {
            Bg = Drawing.new("Square"),
            Label = Drawing.new("Text"),
            Indicator = Drawing.new("Square")
        }
        Menu.Drawings.Tabs[i].Bg.Filled = true
        Menu.Drawings.Tabs[i].Label.Size = 14
        Menu.Drawings.Tabs[i].Label.Font = Drawing.Fonts.Plex
        Menu.Drawings.Tabs[i].Label.Center = true
        Menu.Drawings.Tabs[i].Label.Outline = true
        Menu.Drawings.Tabs[i].Indicator.Filled = true
        Menu.Drawings.Tabs[i].Indicator.Color = Palette.MenuAccent
    end
    
    Menu.Drawings.Items = {}
    for i = 1, 20 do
        Menu.Drawings.Items[i] = {
            Bg = Drawing.new("Square"),
            Label = Drawing.new("Text"),
            Value = Drawing.new("Text"),
            Toggle = Drawing.new("Square"),
            ToggleKnob = Drawing.new("Circle"),
            SliderBg = Drawing.new("Square"),
            SliderFill = Drawing.new("Square")
        }
        local item = Menu.Drawings.Items[i]
        item.Bg.Filled = true
        item.Label.Size = 14
        item.Label.Font = Drawing.Fonts.Plex
        item.Label.Outline = true
        item.Value.Size = 13
        item.Value.Font = Drawing.Fonts.Plex
        item.Value.Outline = true
        item.Toggle.Filled = true
        item.ToggleKnob.Filled = true
        item.ToggleKnob.Color = Color3.new(1, 1, 1)
        item.ToggleKnob.NumSides = 16
        item.SliderBg.Filled = true
        item.SliderBg.Color = Palette.MenuDisabled
        item.SliderFill.Filled = true
        item.SliderFill.Color = Palette.MenuAccent
    end
    
    Menu.Drawings.Footer = Drawing.new("Text")
    Menu.Drawings.Footer.Size = 11
    Menu.Drawings.Footer.Font = Drawing.Fonts.Plex
    Menu.Drawings.Footer.Color = Palette.MenuTextDim
    Menu.Drawings.Footer.Outline = true
    Menu.Drawings.Footer.Text = "[INS] Toggle  [HOME] Panic  [END] FPS"
end

local function HideMenu()
    for name, drawing in pairs(Menu.Drawings) do
        if type(drawing) == "table" then
            for _, subDrawing in pairs(drawing) do
                if type(subDrawing) == "table" then
                    for _, d in pairs(subDrawing) do
                        if d and d.Visible ~= nil then d.Visible = false end
                    end
                elseif subDrawing and subDrawing.Visible ~= nil then
                    subDrawing.Visible = false
                end
            end
        elseif drawing and drawing.Visible ~= nil then
            drawing.Visible = false
        end
    end
end

local function RenderMenu()
    if State.Unloaded or not Settings.MenuOpen then
        HideMenu()
        return
    end
    
    local cam = Workspace.CurrentCamera
    if not cam then return end
    
    local screenSize = cam.ViewportSize
    local menuW = Tuning.MenuWidth
    local titleH = 44
    local tabH = Tuning.TabHeight
    local footerH = 24
    local padding = Tuning.MenuPadding
    
    local visibleItems = 0
    for _, item in ipairs(MenuItems) do
        if item.tab == State.CurrentTab then
            visibleItems = visibleItems + 1
        end
    end
    
    local contentH = visibleItems * Tuning.MenuItemHeight + padding * 2
    local menuH = titleH + tabH + contentH + footerH
    
    if not State.MenuPos then
        State.MenuPos = Vector2.new(20, screenSize.Y / 2 - menuH / 2)
    end
    
    if State.MenuDragging then
        local mouse = UserInputService:GetMouseLocation()
        State.MenuPos = mouse - State.MenuDragOffset
        State.MenuPos = ClampVector2(State.MenuPos, 0, screenSize.X - menuW, 0, screenSize.Y - menuH)
    end
    
    local x, y = State.MenuPos.X, State.MenuPos.Y
    
    Menu.Drawings.Bg.Position = Vector2.new(x, y)
    Menu.Drawings.Bg.Size = Vector2.new(menuW, menuH)
    Menu.Drawings.Bg.Transparency = 0.97
    Menu.Drawings.Bg.Visible = true
    
    Menu.Drawings.Border.Position = Vector2.new(x, y)
    Menu.Drawings.Border.Size = Vector2.new(menuW, menuH)
    Menu.Drawings.Border.Visible = true
    
    Menu.Drawings.AccentLine.From = Vector2.new(x, y)
    Menu.Drawings.AccentLine.To = Vector2.new(x + menuW, y)
    Menu.Drawings.AccentLine.Visible = true
    
    Menu.Drawings.Title.Position = Vector2.new(x + padding, y + 10)
    Menu.Drawings.Title.Visible = true
    
    Menu.Drawings.Subtitle.Position = Vector2.new(x + padding, y + 28)
    Menu.Drawings.Subtitle.Visible = true
    
    local tabY = y + titleH
    local tabWidth = menuW / #Menu.Tabs
    
    for i, tabName in ipairs(Menu.Tabs) do
        local tabX = x + (i - 1) * tabWidth
        local isSelected = i == State.CurrentTab
        
        Menu.Drawings.Tabs[i].Bg.Position = Vector2.new(tabX, tabY)
        Menu.Drawings.Tabs[i].Bg.Size = Vector2.new(tabWidth, tabH)
        Menu.Drawings.Tabs[i].Bg.Color = isSelected and Palette.MenuPanel or Palette.MenuBg
        Menu.Drawings.Tabs[i].Bg.Transparency = 0.95
        Menu.Drawings.Tabs[i].Bg.Visible = true
        
        Menu.Drawings.Tabs[i].Label.Position = Vector2.new(tabX + tabWidth / 2, tabY + 9)
        Menu.Drawings.Tabs[i].Label.Text = tabName
        Menu.Drawings.Tabs[i].Label.Color = isSelected and Palette.MenuText or Palette.MenuTextDim
        Menu.Drawings.Tabs[i].Label.Visible = true
        
        if isSelected then
            Menu.Drawings.Tabs[i].Indicator.Position = Vector2.new(tabX, tabY + tabH - 2)
            Menu.Drawings.Tabs[i].Indicator.Size = Vector2.new(tabWidth, 2)
            Menu.Drawings.Tabs[i].Indicator.Visible = true
        else
            Menu.Drawings.Tabs[i].Indicator.Visible = false
        end
    end
    
    local contentY = y + titleH + tabH + padding
    local itemIdx = 0
    
    for _, menuItem in ipairs(MenuItems) do
        if menuItem.tab ~= State.CurrentTab then continue end
        
        itemIdx = itemIdx + 1
        if itemIdx > 20 then break end
        
        local itemY = contentY + (itemIdx - 1) * Tuning.MenuItemHeight
        local item = Menu.Drawings.Items[itemIdx]
        
        item.Bg.Position = Vector2.new(x + padding / 2, itemY)
        item.Bg.Size = Vector2.new(menuW - padding, Tuning.MenuItemHeight - 2)
        item.Bg.Color = Palette.MenuPanel
        item.Bg.Transparency = menuItem.type == "header" and 0.5 or 0.9
        item.Bg.Visible = true
        
        item.Label.Position = Vector2.new(x + padding, itemY + 6)
        item.Label.Text = menuItem.label
        item.Label.Color = menuItem.type == "header" and Palette.MenuAccent or Palette.MenuText
        item.Label.Visible = true
        
        if menuItem.type == "toggle" then
            local isOn = Settings[menuItem.key]
            local toggleX = x + menuW - padding - 36
            local toggleY = itemY + 7
            
            item.Toggle.Position = Vector2.new(toggleX, toggleY)
            item.Toggle.Size = Vector2.new(32, 14)
            item.Toggle.Color = isOn and Palette.MenuEnabled or Palette.MenuDisabled
            item.Toggle.Visible = true
            
            local knobX = isOn and (toggleX + 32 - 12) or (toggleX + 2)
            item.ToggleKnob.Position = Vector2.new(knobX + 5, toggleY + 7)
            item.ToggleKnob.Radius = 5
            item.ToggleKnob.Visible = true
            
            item.Value.Visible = false
            item.SliderBg.Visible = false
            item.SliderFill.Visible = false
            
        elseif menuItem.type == "slider" then
            local val = Settings[menuItem.key]
            local pct = (val - menuItem.min) / (menuItem.max - menuItem.min)
            local valText = menuItem.step < 1 and string.format("%.2f", val) or tostring(math.floor(val))
            
            item.Value.Position = Vector2.new(x + menuW - padding - 35, itemY + 6)
            item.Value.Text = valText
            item.Value.Color = Palette.MenuTextDim
            item.Value.Visible = true
            
            local sliderW = menuW - padding * 2 - 50
            item.SliderBg.Position = Vector2.new(x + padding, itemY + Tuning.MenuItemHeight - 6)
            item.SliderBg.Size = Vector2.new(sliderW, 3)
            item.SliderBg.Visible = true
            
            item.SliderFill.Position = Vector2.new(x + padding, itemY + Tuning.MenuItemHeight - 6)
            item.SliderFill.Size = Vector2.new(sliderW * pct, 3)
            item.SliderFill.Visible = true
            
            item.Toggle.Visible = false
            item.ToggleKnob.Visible = false
            
        elseif menuItem.type == "dropdown" then
            local val = Settings[menuItem.key]
            local optionText = menuItem.options[val] or "?"
            
            item.Value.Position = Vector2.new(x + menuW - padding - 60, itemY + 6)
            item.Value.Text = "< " .. optionText .. " >"
            item.Value.Color = Palette.MenuAccent
            item.Value.Visible = true
            
            item.Toggle.Visible = false
            item.ToggleKnob.Visible = false
            item.SliderBg.Visible = false
            item.SliderFill.Visible = false
        else
            item.Value.Visible = false
            item.Toggle.Visible = false
            item.ToggleKnob.Visible = false
            item.SliderBg.Visible = false
            item.SliderFill.Visible = false
        end
    end
    
    for i = itemIdx + 1, 20 do
        local item = Menu.Drawings.Items[i]
        item.Bg.Visible = false
        item.Label.Visible = false
        item.Value.Visible = false
        item.Toggle.Visible = false
        item.ToggleKnob.Visible = false
        item.SliderBg.Visible = false
        item.SliderFill.Visible = false
    end
    
    Menu.Drawings.Footer.Position = Vector2.new(x + padding, y + menuH - footerH + 4)
    Menu.Drawings.Footer.Visible = true
end

local function HandleMenuClick(mouse)
    if not Settings.MenuOpen or not State.MenuPos then return false end
    
    local x, y = State.MenuPos.X, State.MenuPos.Y
    local menuW = Tuning.MenuWidth
    local titleH = 44
    local tabH = Tuning.TabHeight
    local padding = Tuning.MenuPadding
    
    local visibleItems = 0
    for _, item in ipairs(MenuItems) do
        if item.tab == State.CurrentTab then
            visibleItems = visibleItems + 1
        end
    end
    
    local contentH = visibleItems * Tuning.MenuItemHeight + padding * 2
    local menuH = titleH + tabH + contentH + 24
    
    if mouse.X < x or mouse.X > x + menuW or mouse.Y < y or mouse.Y > y + menuH then
        return false
    end
    
    if mouse.Y >= y and mouse.Y <= y + titleH then
        State.MenuDragging = true
        State.MenuDragOffset = mouse - State.MenuPos
        return true
    end
    
    local tabY = y + titleH
    if mouse.Y >= tabY and mouse.Y <= tabY + tabH then
        local tabWidth = menuW / #Menu.Tabs
        for i = 1, #Menu.Tabs do
            local tabX = x + (i - 1) * tabWidth
            if mouse.X >= tabX and mouse.X <= tabX + tabWidth then
                State.CurrentTab = i
                return true
            end
        end
    end
    
    local contentY = y + titleH + tabH + padding
    local itemIdx = 0
    
    for _, menuItem in ipairs(MenuItems) do
        if menuItem.tab ~= State.CurrentTab then continue end
        
        itemIdx = itemIdx + 1
        local itemY = contentY + (itemIdx - 1) * Tuning.MenuItemHeight
        
        if mouse.Y >= itemY and mouse.Y <= itemY + Tuning.MenuItemHeight then
            if menuItem.type == "toggle" then
                Settings[menuItem.key] = not Settings[menuItem.key]
                
                if menuItem.key == "ESP_Chams" and not Settings.ESP_Chams then
                    ClearAllChams()
                end
                return true
                
            elseif menuItem.type == "dropdown" then
                local current = Settings[menuItem.key]
                current = current + 1
                if current > menuItem.optionCount then current = 1 end
                Settings[menuItem.key] = current
                return true
                
            elseif menuItem.type == "slider" then
                local sliderX = x + padding
                local sliderW = menuW - padding * 2 - 50
                local pct = math.clamp((mouse.X - sliderX) / sliderW, 0, 1)
                local val = menuItem.min + pct * (menuItem.max - menuItem.min)
                val = math.floor(val / menuItem.step + 0.5) * menuItem.step
                Settings[menuItem.key] = math.clamp(val, menuItem.min, menuItem.max)
                return true
            end
        end
    end
    
    return true
end

local function Unload()
    if State.Unloaded then return end
    State.Unloaded = true
    
    for name, conn in pairs(Connections) do
        pcall(function()
            if conn and conn.Disconnect then
                conn:Disconnect()
            end
        end)
    end
    Connections = {}
    
    for i = 1, #ESP.Pool do
        DestroyESP(ESP.Pool[i])
    end
    ESP.Pool = {}
    
    ClearAllChams()
    
    pcall(function()
        if FOVCircle then FOVCircle:Remove() end
    end)
    
    pcall(function()
        for name, drawing in pairs(Menu.Drawings) do
            if type(drawing) == "table" then
                for _, subDrawing in pairs(drawing) do
                    if type(subDrawing) == "table" then
                        for _, d in pairs(subDrawing) do
                            if d and d.Remove then d:Remove() end
                        end
                    elseif subDrawing and subDrawing.Remove then
                        subDrawing:Remove()
                    end
                end
            elseif drawing and drawing.Remove then
                drawing:Remove()
            end
        end
    end)
    
    Cache = {
        Soldiers = {},
        Positions = {},
        Friendlies = {},
        FriendlyScores = {},
        ConfirmedEnemies = {},
        EnemyConfirmations = {},
        FriendlyIndicators = {},
        LastFriendlyUpdate = {}
    }
end

local function MainLoop()
    if State.Unloaded then return end
    
    local now = tick()
    local cam = Workspace.CurrentCamera
    if not cam then return end
    
    local screenSize = cam.ViewportSize
    local screenCenter = Vector2.new(screenSize.X / 2, screenSize.Y / 2)
    
    if now - State.LastCache > Tuning.CacheInterval then
        State.LastCache = now
        CacheSoldiers()
    end
    
    if Settings.ESP_TeamCheck and now - State.LastTeamScan > Tuning.TeamScanInterval then
        State.LastTeamScan = now
        ScanFriendlyIndicators()
        UpdateFriendlyStatus()
    end
    
    if now - State.LastCleanup > Tuning.CleanupInterval then
        State.LastCleanup = now
        for model in pairs(Cache.Soldiers) do
            if not IsValidModel(model) then
                Cache.Soldiers[model] = nil
                Cache.Friendlies[model] = nil
                Cache.FriendlyScores[model] = nil
                Cache.ConfirmedEnemies[model] = nil
                Cache.EnemyConfirmations[model] = nil
                Cache.LastFriendlyUpdate[model] = nil
                RemoveChams(model)
            end
        end
    end
    
    ResetPool()
    
    if Settings.ESP_Enabled then
        local myPos = GetLocalPosition()
        local maxDistSq = Settings.ESP_MaxDistance * Settings.ESP_MaxDistance
        
        for model in pairs(Cache.Soldiers) do
            if not IsValidModel(model) then continue end
            if Settings.ESP_TeamCheck and IsFriendly(model) then continue end
            
            local root = GetRoot(model)
            if not root then continue end
            
            local rootPos = root.Position
            local distVec = rootPos - myPos
            local distSq = distVec.X * distVec.X + distVec.Y * distVec.Y + distVec.Z * distVec.Z
            if distSq > maxDistSq then continue end
            
            local espObj = GetPooledESP()
            RenderESP(espObj, model, cam, screenSize, screenCenter, myPos)
        end
    end
    
    if Settings.ESP_Chams then
        if now - State.LastChamsUpdate > Tuning.ChamsUpdateInterval then
            State.LastChamsUpdate = now
            
            for model in pairs(Cache.Soldiers) do
                if not IsValidModel(model) then continue end
                if Settings.ESP_TeamCheck and IsFriendly(model) then
                    RemoveChams(model)
                    continue
                end
                
                if not Chams.Objects[model] then
                    CreateChams(model)
                else
                    UpdateChams(model)
                end
            end
        end
    else
        if next(Chams.Objects) then
            ClearAllChams()
        end
    end
    
    ProcessAimbot(cam, screenCenter)
    RenderMenu()
end

local FPSOptimizer = {
    Enabled = false,
    LastOptimize = 0,
    OptimizeInterval = 3.0
}

local function OptimizeFPS()
    if not FPSOptimizer.Enabled then return end
    
    pcall(function()
        Lighting.GlobalShadows = false
        Lighting.ShadowSoftness = 0
        Lighting.Brightness = 1.5
        Lighting.FogEnd = 100000
        Lighting.FogStart = 0
        Lighting.Ambient = Color3.fromRGB(128, 128, 128)
    end)
    
    pcall(function()
        for _, effect in ipairs(Lighting:GetChildren()) do
            if effect:IsA("BlurEffect") or effect:IsA("BloomEffect") or 
               effect:IsA("DepthOfFieldEffect") or effect:IsA("SunRaysEffect") or
               effect:IsA("ColorCorrectionEffect") then
                effect.Enabled = false
            end
        end
    end)
    
    pcall(function()
        settings().Rendering.QualityLevel = 1
    end)
end

local function InitializeFPSOptimizer()
    Connections.FPSOptimizer = RunService.Heartbeat:Connect(function()
        if FPSOptimizer.Enabled then
            local now = tick()
            if now - FPSOptimizer.LastOptimize > FPSOptimizer.OptimizeInterval then
                OptimizeFPS()
                FPSOptimizer.LastOptimize = now
            end
        end
    end)
    
    Connections.WorkspaceDescendantAdded = Workspace.DescendantAdded:Connect(function(descendant)
        if FPSOptimizer.Enabled then
            pcall(function()
                if descendant:IsA("ParticleEmitter") or descendant:IsA("Fire") or descendant:IsA("Smoke") then
                    descendant.Enabled = false
                elseif descendant:IsA("Beam") or descendant:IsA("Trail") then
                    descendant.Enabled = false
                elseif descendant:IsA("Explosion") then
                    descendant.BlastRadius = 0
                end
            end)
        end
    end)
end

local function HandleInput(input, gameProcessed)
    if State.Unloaded then return end
    
    if input.UserInputType == Enum.UserInputType.Keyboard then
        if input.KeyCode == Enum.KeyCode.Home then
            Unload()
            return
        end
        
        if input.KeyCode == Enum.KeyCode.Insert then
            Settings.MenuOpen = not Settings.MenuOpen
            return
        end
        
        if input.KeyCode == Enum.KeyCode.End then
            FPSOptimizer.Enabled = not FPSOptimizer.Enabled
            if FPSOptimizer.Enabled then
                OptimizeFPS()
            end
            return
        end
    end
    
    if input.UserInputType == Enum.UserInputType.MouseButton1 and Settings.MenuOpen then
        local mouse = UserInputService:GetMouseLocation()
        HandleMenuClick(mouse)
    end
end

local function HandleInputEnd(input)
    if State.Unloaded then return end
    
    if input.UserInputType == Enum.UserInputType.MouseButton1 then
        State.MenuDragging = false
    end
end

local function Initialize()
    CharacterFolder = Workspace:WaitForChild("characters", 10)
    
    if not CharacterFolder then
        warn("Could not find characters folder")
        return
    end
    
    InitializeFPSOptimizer()
    CreateMenuDrawings()
    
    Connections.Render = RunService.RenderStepped:Connect(MainLoop)
    Connections.Input = UserInputService.InputBegan:Connect(HandleInput)
    Connections.InputEnd = UserInputService.InputEnded:Connect(HandleInputEnd)
    
    Connections.CharacterAdded = LocalPlayer.CharacterAdded:Connect(function()
        ClearAllChams()
        Cache.Soldiers = {}
        Cache.Friendlies = {}
        Cache.FriendlyScores = {}
        Cache.ConfirmedEnemies = {}
        Cache.EnemyConfirmations = {}
        Cache.LastFriendlyUpdate = {}
    end)
end

Initialize()

Features & Information

NOT FOR XENO. USE A HIGHER UNC EXECUTOR. Xeno only script will be released if i have the time. This is open source, so if something is missing or could be better, change it or request it in the comments. NO MOBILE right now. this is a PC script. I'll release a separate mobile script later. This is open source, so you can always make your own. This game has a pain in the butt anti cheat, and is laggy as is. For best results play 7v7 mode, although 20v20 works just fine. Set your max distance correctly, or if you want to avoid some of the tax from team checking, turn teamcheck off. The game uses heavy obfuscation on every respawn, It has been made as efficient as possible. With that being said you might see a teammate marked as enemy sometimes. Features: Drawing-based GUI. Won't work on Xeno or low UNC executors. ESP: Box ESP (Full / Corner) Box Fill option Names (ENEMY/FRIENDLY/CHECKING) Distance Tracers (Bottom / Center / Top) Max Distance slider Team Check (smart detection) Chams (solid / outline) Aimbot: RMB hold to aim FOV Circle (glows when active) FOV Size slider Smoothness slider Target Part (Head / Torso / Root) Team Check FPS Boost: Kills shadows & particles Camera optimizations Lighting tweaks END key toggles it Misc: Draggable menu INSERT - Toggle menu HOME - Panic unload Object pooling for performance
#esp#aimbot#deadline#source#chams

Community Comments (16)

transdimensionaltransdimensionalNov 29, 2025

SUPER TUFF YOOOO

Replying to @transdimensional
qaxlyrqaxlyrNov 29, 2025

@transdimensional IT DOESNT work

Replying to @qaxlyr
transdimensionaltransdimensionalNov 29, 2025

@qaxlyr ur executor is dog* it works fine on volcano

Replying to @qaxlyr
leetleetNov 29, 2025

@qaxlyr does not work on free executors... they do not have the proper drawing libraries.

transdimensionaltransdimensionalNov 29, 2025(edited)

yo @evildotcom release anbu srces and refresh the * discord invite

Replying to @transdimensional
leetleetNov 29, 2025

@transdimensional these are the anbu sources. discord is dead evil is sunsetting im open sourcing most scripts I dont want to exactly ruin everything for people with paid/key scripts if a method gets patched or detected its not a great time to fix. So I am remaking all of them in a clean UI per script, clean and modular so that anyone can take it and use as a base.

VerlyVerlyNov 29, 2025

what game is this for

Replying to @Verly
leetleetNov 29, 2025

@Verly Deadline

Replying to @leet
VerlyVerlyNov 29, 2025

@leet i dont see it on roblox

VerlyVerlyNov 29, 2025

nvm i found it

ixjosiahixjosiahNov 29, 2025

omgggg

VerlyVerlyNov 29, 2025

this does work on xeno you should add silent aim

VixiVixiNov 30, 2025

what executor do you need to have to run?

Replying to @Vixi
leetleetNov 30, 2025(edited)

@Vixi for this one; wave, pot as s ium, volcano works 90% UNC and above, if you are using xeno etc use the other version

zyphrylzzxzyphrylzzxDec 5, 2025

tuff asf

dunnowhybanneddunnowhybannedDec 6, 2025

if not xeno, which free executors are good?

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