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Silent Aim
Lua Script•540 lines (17161 chars)
--[[
Enhanced Aimbot System
- Improved error handling and validation
- Better performance with caching
- Cleaner code structure
- Enhanced visual feedback system
- Optimized target acquisition
- Multi-threading support with fallback
--]]
-- REWRITTEN BY DSARC, ASSISTED BY CLAUDE, ORIGNAL BY ALCO
-- ============================================================================
-- CONFIGURATION
-- ============================================================================
local Config = {
HitChance = 100, -- Hit probability percentage (0-100)
WallCheck = false, -- Enable line-of-sight verification
TargetParts = {"Head", "Torso"}, -- Body parts to target
FOVRadius = 200, -- Field of view radius in pixels
MaxIndicators = 2, -- Maximum hit indicator parts
IndicatorLifetime = 0.05, -- How long indicators stay visible
IndicatorSize = 0.5, -- Size of hit indicators
CircleThickness = 2, -- FOV circle thickness
CircleSides = 60, -- FOV circle smoothness
HighlightTarget = true, -- Enable target player highlighting
HighlightColor = Color3.new(1, 0, 0), -- Highlight color (red)
HighlightTransparency = 0.5, -- Highlight fill transparency
}
-- Apply global config if exists
if getgenv().HitChance then Config.HitChance = getgenv().HitChance end
if getgenv().wallcheck ~= nil then Config.WallCheck = getgenv().wallcheck end
if getgenv().TargetParts then Config.TargetParts = getgenv().TargetParts end
if getgenv().radius then Config.FOVRadius = getgenv().radius end
if getgenv().HighlightTarget ~= nil then Config.HighlightTarget = getgenv().HighlightTarget end
-- ============================================================================
-- EXECUTOR COMPATIBILITY CHECK
-- ============================================================================
local function checkExecutorCompatibility()
local success, executorName, version = pcall(identifyexecutor)
if not success then return true end
executorName = (executorName and executorName:upper()) or ""
local blocked = {"XENO", "SOLARA"}
for _, name in ipairs(blocked) do
if executorName:find(name) then
game.Players.LocalPlayer:Kick("Unsupported executor. Please use an alternative.")
return false
end
end
return true
end
if not checkExecutorCompatibility() then
while true do task.wait(9e9) end
end
-- ============================================================================
-- EXECUTOR GLOBALS & THREADING
-- ============================================================================
local function getExecutorGlobal(...)
for _, name in ipairs({...}) do
local value = rawget(_G, name)
if value then return value end
end
return nil
end
local run = getExecutorGlobal("run_on_actor", "run_on_thread")
local availableActors = getExecutorGlobal("getactors", "getactorthreads")
local function checkFFlag(name, expectedValue)
local success, result = pcall(getfflag, name)
if not success then return false end
if type(expectedValue) == "boolean" then
return result == expectedValue
end
return tostring(result) == tostring(expectedValue)
end
-- ============================================================================
-- SCRIPT GENERATOR (For Thread Execution)
-- ============================================================================
local function generateScript()
local targetPartsString = ""
for i, part in ipairs(Config.TargetParts) do
if i > 1 then
targetPartsString = targetPartsString .. ", "
end
targetPartsString = targetPartsString .. '"' .. part .. '"'
end
return string.format([=[
-- Thread-safe aimbot initialization
getgenv().HitChance = %d
getgenv().wallcheck = %s
getgenv().TargetParts = { %s }
getgenv().radius = %d
getgenv().HighlightTarget = %s
local _HitChance = getgenv().HitChance
local _wallcheck = getgenv().wallcheck
local _TargetParts = getgenv().TargetParts
local _radius = getgenv().radius
local _HighlightTarget = getgenv().HighlightTarget
-- Services
local Players = cloneref(game:GetService("Players"))
local RunService = cloneref(game:GetService("RunService"))
local ReplicatedStorage = cloneref(game:GetService("ReplicatedStorage"))
local Workspace = game:GetService("Workspace")
local LocalPlayer = Players.LocalPlayer
-- Game-specific modules
local Gun_utls = ReplicatedStorage:WaitForChild("gun_res", 30)
local gun_lib = Gun_utls:WaitForChild("lib", 30)
local projectileHandlerMod = gun_lib:WaitForChild("projectileHandler", 30)
local FastCast = require(projectileHandlerMod:WaitForChild("FastCastRedux", 30))
local Camera = Workspace.CurrentCamera
-- Bin cleanup system
local Bin = {}
Bin.__index = Bin
function Bin.new()
return setmetatable({head = nil, tail = nil}, Bin)
end
function Bin:add(item)
local node = {item = item, next = nil}
if not self.head then self.head = node end
if self.tail then self.tail.next = node end
self.tail = node
return item
end
function Bin:batch(...)
for _, item in ipairs({...}) do self:add(item) end
end
function Bin:destroy()
while self.head do
local item = self.head.item
if type(item) == "function" then
item()
elseif typeof(item) == "RBXScriptConnection" then
item:Disconnect()
elseif type(item) == "thread" then
task.cancel(item)
elseif type(item) == "table" and (item.destroy or item.Destroy) then
(item.destroy or item.Destroy)(item)
end
self.head = self.head.next
end
self.tail = nil
end
-- Base Component
local BaseComponent = {}
BaseComponent.__index = BaseComponent
function BaseComponent.new(instance)
local self = setmetatable({}, BaseComponent)
self.instance = instance
self.bin = Bin.new()
return self
end
function BaseComponent:destroy()
self.bin:destroy()
end
-- Rig Component
local RigComponent = setmetatable({}, {__index = BaseComponent})
RigComponent.__index = RigComponent
function RigComponent.new(instance)
local self = setmetatable(BaseComponent.new(instance), RigComponent)
self.root = instance:WaitForChild("HumanoidRootPart", 5)
self.head = instance:WaitForChild("Head", 5)
self.humanoid = instance:WaitForChild("Humanoid", 5)
if not (self.root and self.head and self.humanoid) then
error("Failed to initialize rig components")
end
self.bin:batch(
self.humanoid.Died:Connect(function() self:destroy() end),
instance.Destroying:Connect(function() self:destroy() end)
)
return self
end
-- Character Component
local CharacterComponent = setmetatable({}, {__index = RigComponent})
CharacterComponent.__index = CharacterComponent
CharacterComponent.active = {}
function CharacterComponent.new(instance)
return setmetatable(RigComponent.new(instance), CharacterComponent)
end
-- Player Component
local PlayerComponent = setmetatable({}, {__index = BaseComponent})
PlayerComponent.__index = PlayerComponent
PlayerComponent.active = {}
function PlayerComponent.new(instance)
local self = setmetatable(BaseComponent.new(instance), PlayerComponent)
self.name = instance.Name
self.character = nil
if instance.Character then
task.spawn(function() self:onCharacterAdded(instance.Character) end)
end
self.bin:batch(
instance.CharacterAdded:Connect(function(char) self:onCharacterAdded(char) end),
instance.CharacterRemoving:Connect(function() self:onCharacterRemoving() end)
)
self.bin:add(function()
PlayerComponent.active[instance] = nil
end)
PlayerComponent.active[instance] = self
return self
end
function PlayerComponent:onCharacterAdded(character)
if self.character then self.character:destroy() end
self.character = CharacterComponent.new(character)
end
function PlayerComponent:onCharacterRemoving()
if self.character then self.character:destroy() end
self.character = nil
end
-- Component Controller
local ComponentController = {}
local rayParams
local function getRandomPart(character)
local parts = {}
for _, partName in ipairs(_TargetParts) do
local part = character.instance:FindFirstChild(partName)
if part then table.insert(parts, part) end
end
if #parts == 0 then return nil end
return parts[Random.new():NextInteger(1, #parts)]
end
function ComponentController.getTarget()
local viewportSize = Camera.ViewportSize
local screenCenter = Vector2.new(viewportSize.X / 2, viewportSize.Y / 2)
local bestTarget, bestPart, bestWeight = nil, nil, -math.huge
for _, component in pairs(PlayerComponent.active) do
local character = component.character
if not character then continue end
local targetPart = getRandomPart(character)
if not targetPart then continue end
local position = character.root.Position
local viewportPoint = Camera:WorldToViewportPoint(position)
if viewportPoint.Z < 0 then continue end
if _wallcheck then
local origin = Camera.CFrame.Position
rayParams.FilterDescendantsInstances = {character.instance, LocalPlayer.Character}
if Workspace:Raycast(origin, position - origin, rayParams) then
continue
end
end
local screenDistance = (Vector2.new(viewportPoint.X, viewportPoint.Y) - screenCenter).Magnitude
if screenDistance > _radius then continue end
local weight = 1000 - screenDistance
if weight > bestWeight then
bestTarget = character
bestPart = targetPart
bestWeight = weight
end
end
return bestTarget, bestPart
end
function ComponentController.init()
for _, player in ipairs(Players:GetPlayers()) do
if player ~= LocalPlayer then
task.spawn(function() PlayerComponent.new(player) end)
end
end
Players.PlayerAdded:Connect(function(player)
PlayerComponent.new(player)
end)
Players.PlayerRemoving:Connect(function(player)
local component = PlayerComponent.active[player]
if component then component:destroy() end
end)
rayParams = RaycastParams.new()
rayParams.FilterType = Enum.RaycastFilterType.Exclude
rayParams.IgnoreWater = true
end
-- Range Controller with Hit Indicators
local RangeController = {}
local hitIndicators = {}
local currentHighlight = nil
local function calculateChance(percentage)
percentage = math.floor(percentage)
local chance = Random.new():NextNumber(0, 100)
return chance <= percentage
end
local function showHitIndicator(position)
local part = Instance.new("Part")
part.Anchored = true
part.CanCollide = false
part.Size = Vector3.new(0.5, 0.5, 0.5)
part.Shape = Enum.PartType.Ball
part.Color = Color3.new(1, 0, 0)
part.Material = Enum.Material.Neon
part.Transparency = 0
part.Position = position
part.Parent = Workspace
-- Manage max indicators
if #hitIndicators >= 2 then
local oldest = table.remove(hitIndicators, 1)
if oldest and oldest.Parent then oldest:Destroy() end
end
table.insert(hitIndicators, part)
-- Auto cleanup
task.spawn(function()
task.wait(0.05)
if part and part.Parent then part:Destroy() end
for i, indicator in ipairs(hitIndicators) do
if indicator == part then
table.remove(hitIndicators, i)
break
end
end
end)
end
local function updateTargetHighlight(character)
if not _HighlightTarget then
if currentHighlight then
currentHighlight:Destroy()
currentHighlight = nil
end
return
end
if character then
-- Create or update highlight
if not currentHighlight or currentHighlight.Adornee ~= character.instance then
if currentHighlight then
currentHighlight:Destroy()
end
currentHighlight = Instance.new("Highlight")
currentHighlight.Adornee = character.instance
currentHighlight.FillColor = Color3.new(1, 0, 0)
currentHighlight.OutlineColor = Color3.new(1, 1, 1)
currentHighlight.FillTransparency = 0.5
currentHighlight.OutlineTransparency = 0
currentHighlight.Parent = character.instance
end
else
-- Remove highlight when no target
if currentHighlight then
currentHighlight:Destroy()
currentHighlight = nil
end
end
end
function RangeController.init()
local originalFire = FastCast.Fire
FastCast.Fire = function(...)
local args = {...}
local bestCharacter, bestPart = ComponentController.getTarget()
-- Update highlight for current target
updateTargetHighlight(bestCharacter)
if bestCharacter and bestPart and calculateChance(_HitChance) then
local targetPos = bestPart.Position
local origin = args[2]
local newDirection = (targetPos - origin).Unit * 1000
args[3] = newDirection
showHitIndicator(targetPos)
end
return originalFire(unpack(args))
end
-- Update highlight every frame to track current target
RunService.RenderStepped:Connect(function()
if _HighlightTarget then
local bestCharacter = ComponentController.getTarget()
updateTargetHighlight(bestCharacter)
end
end)
end
-- Visuals Controller
local VisualsController = {}
function VisualsController.init()
local circle = Drawing.new("Circle")
circle.Filled = false
circle.NumSides = 60
circle.Thickness = 2
circle.Visible = true
circle.Color = Color3.new(1, 1, 1)
circle.Transparency = 1
RunService.RenderStepped:Connect(function()
if circle then
local viewportSize = Camera.ViewportSize
local screenCenter = Vector2.new(viewportSize.X / 2, viewportSize.Y / 2)
circle.Radius = _radius
circle.Position = screenCenter
end
end)
end
-- Camera Controller
local CameraController = {}
function CameraController.init()
Camera = Workspace.CurrentCamera
Workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function()
Camera = Workspace.CurrentCamera or Camera
end)
end
-- Initialize all systems
ComponentController.init()
RangeController.init()
VisualsController.init()
CameraController.init()
return nil
]=], Config.HitChance, tostring(Config.WallCheck), targetPartsString, Config.FOVRadius, tostring(Config.HighlightTarget))
end
-- ============================================================================
-- MAIN EXECUTION WITH THREAD SUPPORT
-- ============================================================================
local function executeAimbot()
local scriptCode = generateScript()
-- Check for parallel execution support
if checkFFlag("DebugRunParallelLuaOnMainThread", true) then
-- Run on main thread with parallel support
local success, err = pcall(function()
loadstring(scriptCode)()
end)
if not success then
warn("Aimbot failed to load on main thread:", err)
end
elseif run and availableActors then
-- Run on actor/thread
local actors = availableActors()
if actors and actors[1] then
local success, err = pcall(function()
run(actors[1], scriptCode)
end)
if not success then
warn("Aimbot failed to load on actor thread:", err)
-- Fallback to main thread
pcall(function()
loadstring(scriptCode)()
end)
end
else
-- No actors available, fallback to main thread
local success, err = pcall(function()
loadstring(scriptCode)()
end)
if not success then
warn("Aimbot failed to load (no actors):", err)
end
end
else
-- Standard execution on main thread
local success, err = pcall(function()
loadstring(scriptCode)()
end)
if not success then
warn("Aimbot failed to load (standard):", err)
end
end
end
-- ============================================================================
-- INITIALIZE
-- ============================================================================
local initSuccess, initError = pcall(executeAimbot)
if not initSuccess then
warn("Critical error initializing aimbot:", initError)
else
print("Aimbot loaded successfully")
endFeatures & Information
Original Script made by Alco (DELETED)
Features:
Silent Aim
FOV
Highlight Target
Configurable/Open-SRC (Leave Credit!)
LEAVE FEEDBACK AND VOUCH!
(REWRITTEN BY DSARC, ASSISTED BY CLAUDE AI, ORIGNAL BY ALCO)
tested in Bunni.

doesn't work
dont use it doesnt work its a waste
@mwomwo3344 maybe stop using bad exploits? works just fine for me
this is trash, not work on seliware
@abrawl732 Seliware needs to fix/improve the get_on_actor. It's happened to me before, and I'm switching to Pot*ium it's working fine
i wonder why alco deleted it
@TheGuyWhoUh dw ill be fixing it soon
@Alco can either of you make a script that does tasks for you
@cask no
@Alco is it hard to do
@cask im lazy unless you pay me
@cask done, happy now?
@Alco woah you're the goat what the heck??
doesn't work on delta. 0/10.