loadstring(game:HttpGet("https://raw.githubusercontent.com/Themiga/darkhub/main/lua/hub.lua"))()
Features & Information
# Dark Hub v1.0 Feature Documentation
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## Tab 1: Combat
### Groupbox: Targeting
* Aimbot Control (Toggle | Default Key: E, Hold Mode):
Automatically directs camera aim toward the closest visible hostile player within the FOV radius.
* Adaptive Target Bone: Prioritizes the player's Head. If targeting headless anomalous SCP entities (such as SCP-173 or SCP-939), the targeting engine automatically falls back to the center of mass (HumanoidRootPart or Torso).
* Team Check (Toggle):
Prevents the aimbot from locking onto allied units, scientists, security guards, and friendly personnel, ensuring only hostile entities are targeted.
* GOC Disposition (Dropdown: Automatic / Friendly / Hostile):
Determines how the system handles members of the Global Occult Coalition (GOC):
* Automatic: Dynamically detects whether the native game engine marked the player with a friendly highlight or if an allied relation exists in the active round.
* Friendly: Forces the system to treat all GOC players as allies (ignored by aimbot, green ESP).
* Hostile: Forces the system to treat all GOC players as enemies regardless of game state.
* Visibility Check (Toggle):
Multi-pass visibility raycast engine. Validates direct line-of-sight while explicitly ignoring transparent materials such as glass panes, observation windows, wire fences, and forcefields, allowing targets behind containment windows to be tracked.
* FOV Radius (Slider: 30 to 600):
Defines the pixel radius around the screen center/mouse cursor within which targets will be acquired.
* Smoothness (Slider: 1 to 15):
Adjusts the camera interpolation speed. A setting of 1 delivers an instant snap, while higher values provide smooth, humanized tracking.
* Display FOV (Toggle + ColorPicker):
Renders an on-screen circle representing the active aimbot acquisition zone, with a fully customizable color picker.
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### Groupbox: Weapon Mechanics
* Zero Recoil (Toggle):
Injects directly into the engine state tables (u4.recoilControl = 1 and internal statistics cache) to completely eliminate vertical recoil, horizontal drift, and weapon kick impulses across all weapons.
* Zero Spread (Toggle):
Locks weapon spread multiplier to zero (u4.spreadControl = 1), ensuring all fired projectiles land precisely on the crosshair center regardless of travel distance.
* No Screen Shake (Toggle):
Zeros out the ViewPunch camera offset applied by the engine whenever a firearm is discharged.
* Rapid Fire (Toggle):
Significantly increases the cyclic fire rate of all equipped firearms.
* Fire Rate Multiplier (Slider: 1.2x to 8.0x):
Controls the specific velocity multiplier applied to the weapon's native fire rate.
* Full Auto (Toggle):
Converts semi-automatic and burst firearms (such as pistols, sniper rifles, and shotguns) into fully automatic weapons upon holding the trigger.
* Run & Gun (Toggle):
Permits unrestricted weapon firing while sprinting at maximum velocity. Bypasses the engine check that slows movement down to base walkspeed and suppresses the first-person downward sprint animation on the viewmodel.
---
## Tab 2: Visuals
### Groupbox: Player ESP
* ESP Control (Toggle):
Enables player Chams (Highlight). Implements distance-based prioritization capped at 28 simultaneous targets to remain within engine rendering limits and prevent frame stutter.
* Team Colors (Toggle + ColorPickers):
Color-codes targets based on team allegiance: dedicated color pickers for hostile targets (default: re
#ESP#Aimbot#OP#Infinite stamina
Gonna test it
Doesn't work 👍
instant kick DETECTED and crash roblox , do not execute this