
Key RequiredUniversal

-- Services
local Players = game:GetService("Players")
local StarterGui = game:GetService("StarterGui")
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")
local Workspace = game:GetService("Workspace")
local CoreGui = game:GetService("CoreGui")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local notification = game:GetService("NotificationService")
local LocalPlayer = Players.LocalPlayer
local Camera = Workspace.CurrentCamera
-- Rayfield
local Rayfield = loadstring(game:HttpGet("https://sirius.menu/rayfield"))()
local Window = Rayfield:CreateWindow({
Name = "its everything N0IR",
LoadingTitle = "its everyday bro",
LoadingSubtitle = "loading dicks on ur mouth trust me",
Theme = "Light",
ConfigurationSaving = { Enabled = true, FolderName = "OP1 N0IR", FileName = "Config" },
Discord = { Enabled = true, Invite = ".gg/JGDAWjhWzp", Required = false },
KeySystem = false,
})
task.spawn(function()
pcall(function()
local sg
for _ = 1, 40 do
sg = CoreGui:FindFirstChild("Rayfield")
if sg then break end
task.wait(0.1)
end
if not sg then return end
local OFFWHITE = Color3.fromRGB(245, 245, 245)
local BLACK = Color3.fromRGB(20, 20, 20)
local function isDark(c)
return (c.R * 0.299 + c.G * 0.587 + c.B * 0.114) < 0.45
end
for _, d in ipairs(sg:GetDescendants()) do
if d:IsA("Frame") or d:IsA("ScrollingFrame") then
if isDark(d.BackgroundColor3) then d.BackgroundColor3 = OFFWHITE end
elseif d:IsA("TextLabel") or d:IsA("TextButton") or d:IsA("TextBox") then
if not isDark(d.TextColor3) then d.TextColor3 = BLACK end
if d:IsA("TextButton") and isDark(d.BackgroundColor3) then
d.BackgroundColor3 = OFFWHITE
end
elseif d:IsA("ImageLabel") or d:IsA("ImageButton") then
if isDark(d.ImageColor3) then d.ImageColor3 = BLACK end
end
end
end)
end)
-- Tabs
local TabSilent = Window:CreateTab("Silent Aim", 4483362458)
local TabFirerate = Window:CreateTab("Firerate", 4483362458)
local TabESP = Window:CreateTab("ESP", 4483362458)
local TabChams = Window:CreateTab("Chams", 4483362458)
-- Actor lib helper
local function runOnActor(src)
if not getactors or not run_on_actor then
warn("[op1] executor missing getactors / run_on_actor")
return false
end
local actors = getactors()
local actor = actors and actors[1]
if not actor then warn("[op1] no actor found") return false end
local ok, err = pcall(run_on_actor, actor, src)
if not ok then warn("[op1] run_on_actor: " .. tostring(err)) end
return ok
end
local function canPenetrate(instance)
if not instance or not instance:IsA("BasePart") then return true end
local parent = instance.Parent
local isHard = instance:GetAttribute("Hard")
or (parent and parent:GetAttribute("Hard"))
local isSoft = instance:GetAttribute("Soft")
or (parent and parent:GetAttribute("Soft"))
-- Transparent / no-collide parts are always passable
if instance.Transparency >= 1 or not instance.CanCollide then
return true
end
if isSoft then return true end
if isHard then
-- Hard parts still bangable if thin enough (game rule)
local dims = { instance.Size.X, instance.Size.Y, instance.Size.Z }
table.sort(dims)
if dims[2] > 0.5 then return false end
return true
end
-- Normal solid part: bangable only if middle dimension < 1.45
local dims = { instance.Size.X, instance.Size.Y, instance.Size.Z }
table.sort(dims)
if instance:HasTag("WallPart") then
return dims[2] <= 0.5
end
return dims[2] < 1.45
end
-- Raycast from origin toward target, returns true if every
-- part between them is penetrable (or the target is visible)
local function isWallbangable(origin, targetPos, ignoreList)
local direction = targetPos - origin
local params = RaycastParams.new()
params.FilterType = Enum.RaycastFilterType.Exclude
params.FilterDescendantsInstances = ignoreList or {}
local remaining = direction
local pos = origin
for _ = 1, 12 do -- max 12 wall penetrations (generous)
local result = Workspace:Raycast(pos, remaining, params)
if not result then return true end -- clear line of sight
if not canPenetrate(result.Instance) then
return false -- solid wall, no bang
end
-- Step past this instance and keep casting
params:AddToFilter(result.Instance)
local traveled = result.Position - origin
remaining = direction - traveled
pos = result.Position + remaining.Unit * 0.01
if remaining.Magnitude < 0.1 then return true end
end
return true
end
-- Viewmodel helper
local function isVMModel(m)
return m and m:IsA("Model") and m:GetAttribute("Viewmodels") == true
end
local PlayerToVM = {} -- [player] = viewmodel model
local function watchCharacter(plr, char)
if plr == LocalPlayer then return end
task.spawn(function()
local torso = char:WaitForChild("torso", 8)
if not torso then return end
if isVMModel(torso.Parent) then
PlayerToVM[plr] = torso.Parent
return
end
local conn
conn = torso.AncestryChanged:Connect(function()
conn:Disconnect()
local vm = torso.Parent
if isVMModel(vm) then
PlayerToVM[plr] = vm
end
end)
char.AncestryChanged:Connect(function()
if not char:IsDescendantOf(game) and conn then
conn:Disconnect(); conn = nil
end
end)
end)
end
local function hookPlayer(plr)
if plr == LocalPlayer then return end
if plr.Character then watchCharacter(plr, plr.Character) end
plr.CharacterAdded:Connect(function(c) watchCharacter(plr, c) end)
plr.CharacterRemoving:Connect(function()
PlayerToVM[plr] = nil
end)
end
for _, p in ipairs(Players:GetPlayers()) do hookPlayer(p) end
Players.PlayerAdded:Connect(hookPlayer)
Players.PlayerRemoving:Connect(function(p) PlayerToVM[p] = nil end)
-- Silent aim & autoshoot (autoshoot dont work)
local SA = {
Enabled = false,
AutoShoot = false,
FOV = 200,
TargetPart = "head",
TeamCheck = true,
WallbangOnly = false, -- if true: autoshoot ONLY fires through bangable walls
}
-- FOV circle drawing (doesnt work aswell)
local fovCircle = Drawing.new("Circle")
fovCircle.Visible = false
fovCircle.Thickness = 1.5
fovCircle.Color = Color3.fromRGB(255, 255, 255)
fovCircle.Filled = false
fovCircle.NumSides = 64
fovCircle.Transparency = 1
RunService.RenderStepped:Connect(function()
Camera = Workspace.CurrentCamera
local center = Camera.ViewportSize / 2
fovCircle.Position = center
fovCircle.Radius = SA.FOV
fovCircle.Visible = SA.Enabled
end)
local CUSTOM_PARTS = {
"head","torso","shoulder1","shoulder2",
"arm1","arm2","hip1","hip2","leg1","leg2",
}
local function isTeammate(plr)
if not SA.TeamCheck then return false end
local a, b = LocalPlayer.Team, plr.Team
return a and b and a == b
end
local function getMouseCenter()
return UserInputService:GetMouseLocation()
end
local function getVMParts(vm)
local parts = {}
if SA.TargetPart == "head" then
local h = vm:FindFirstChild("head")
if h then parts[#parts+1] = h end
else
for _, name in ipairs(CUSTOM_PARTS) do
local p = vm:FindFirstChild(name)
if p then parts[#parts+1] = p end
end
end
return parts
end
local function findTarget()
local mouse = UserInputService:GetMouseLocation()
local cam = Workspace.CurrentCamera
local best = nil
local bestDist2 = SA.FOV * SA.FOV
local vms = Workspace:FindFirstChild("Viewmodels")
if not vms then return nil end
for _, vm in ipairs(vms:GetChildren()) do
if vm.Name == "LocalViewmodel" then continue end
if not vm:IsA("Model") then continue end
local torso = vm:FindFirstChild("torso")
if not torso or torso.Transparency >= 1 then continue end
local head = vm:FindFirstChild("head")
if not head or not head:IsA("BasePart") then continue end
local screenPos, onScreen = cam:WorldToViewportPoint(head.Position)
if not onScreen or screenPos.Z <= 0 then continue end
local dx = screenPos.X - mouse.X
local dy = screenPos.Y - mouse.Y
local d2 = dx*dx + dy*dy
if d2 < bestDist2 then
bestDist2 = d2
best = head
end
end
return best
end
-- Patch gun silent aim on actor — LO's working version
local SILENT_SRC = [==[
local rs = game:GetService("ReplicatedStorage")
local input = game:GetService("UserInputService")
local world = game:GetService("Workspace")
local gunClass = require(rs.Modules.Items.Item.Gun)
if gunClass._silent_aim_patched then return end
gunClass._silent_aim_patched = true
local oldLook = gunClass.get_shoot_look
local radius = 1000
local radius_sq = radius * radius
local targetMode = "head_only"
local customParts = {
"head","torso","shoulder1","shoulder2",
"arm1","arm2","hip1","hip2","leg1","leg2",
}
local mouse = input:GetMouseLocation()
local cam = world.CurrentCamera
input.InputChanged:Connect(function()
mouse = input:GetMouseLocation()
end)
local function getPartList()
if targetMode == "head_only" then return { "head" } end
return customParts
end
local function pickAimPart()
local best, best_d2 = nil, math.huge
local function consider(p)
if not p or not p:IsA("BasePart") then return end
local v2, ok = cam:WorldToViewportPoint(p.Position)
if not ok then return end
local dx, dy = v2.X - mouse.X, v2.Y - mouse.Y
local d2 = dx*dx + dy*dy
if d2 <= radius_sq and d2 < best_d2 then
best, best_d2 = p, d2
end
end
local vms = world:FindFirstChild("Viewmodels")
if vms then
for _, vm in ipairs(vms:GetChildren()) do
if vm.Name ~= "Viewmodel" then continue end
local torso = vm:FindFirstChild("torso")
if torso and torso.Transparency == 1 then continue end
for _, name in ipairs(getPartList()) do
consider(vm:FindFirstChild(name))
end
end
end
return best
end
local probed = false
gunClass.get_shoot_look = function(self, ...)
local look = oldLook(self, ...)
local target = pickAimPart()
if not probed then
probed = true
print("[silent-aim] oldLook returned:", typeof(look), tostring(look))
end
if not target then return look end
if typeof(look) == "CFrame" then
return CFrame.lookAt(look.Position, target.Position)
elseif typeof(look) == "Vector3" then
return (target.Position - cam.CFrame.Position).Unit
elseif type(look) == "table" then
if look[1] and look[2] and typeof(look[1]) == "Vector3" then
return { look[1], (target.Position - look[1]).Unit }
end
if look.origin and look.direction then
return {
origin = look.origin,
direction = (target.Position - look.origin).Unit,
}
end
end
return look
end
print("[silent-aim] patched, now you can shoot without looking at them.")
]==]
-- autoshoot = hold mouse1 when target valid, no actor patch needed
local silentLoaded = false
local function ensureSilentAim()
if silentLoaded then return end
silentLoaded = true
run_on_actor(getactors()[1], SILENT_SRC)
end
local function reloadSilentAim()
silentLoaded = false
-- clear patch flag so actor re-runs it
run_on_actor(getactors()[1], [==[
local rs = game:GetService("ReplicatedStorage")
local g = require(rs.Modules.Items.Item.Gun)
g._silent_aim_patched = nil
]==])
ensureSilentAim()
end
local isHoldingM1 = false
local function pressM1()
if isHoldingM1 then return end
isHoldingM1 = true
mouse1press()
end
local function releaseM1()
if not isHoldingM1 then return end
isHoldingM1 = false
mouse1release()
end
-- Main loop
RunService.Heartbeat:Connect(function(dt)
if not SA.Enabled then
releaseM1()
return
end
ensureSilentAim()
if not SA.AutoShoot then
releaseM1()
return
end
local target = findTarget()
if not target then
releaseM1()
return
end
local camPos = Camera.CFrame.Position
local targetPos = target.Position
local ignore = {}
if LocalPlayer.Character then
for _, v in ipairs(LocalPlayer.Character:GetDescendants()) do
if v:IsA("BasePart") then ignore[#ignore+1] = v end
end
end
-- LOS check: visible head = shoot, blocked = check wallbang
local losParams = RaycastParams.new()
losParams.FilterType = Enum.RaycastFilterType.Exclude
losParams.FilterDescendantsInstances = ignore
local losResult = Workspace:Raycast(camPos, targetPos - camPos, losParams)
local shootable = not losResult or isWallbangable(camPos, targetPos, ignore)
if shootable then
pressM1()
else
releaseM1()
end
end)
-- Rapid fire
local FIRERATE_SRC = [==[
local rs = game:GetService("ReplicatedStorage")
local sg = game:GetService("StarterGui")
local MULTIPLIER = __MULT__
local gunClass = require(rs.Modules.Items.Item.Gun)
if gunClass._op1_firerate_patched then
if gunClass._op1_firerate_set_mult then
gunClass._op1_firerate_set_mult(MULTIPLIER)
end
return
end
gunClass._op1_firerate_patched = true
local multiplier = MULTIPLIER
local lastSendTime = 0
local measuredInterval = 0.1
gunClass._op1_firerate_set_mult = function(m)
multiplier = m
end
local oldSend = gunClass.send_shoot
if type(oldSend) ~= "function" then
warn("[op1-firerate] send_shoot not a function")
return
end
gunClass.send_shoot = function(self, ...)
local args = { ... }
local now = tick()
if lastSendTime > 0 then
local d = now - lastSendTime
if d > 0.005 and d < 2 then
measuredInterval = d
end
end
lastSendTime = now
local r = oldSend(self, ...)
if multiplier > 1 then
local step = math.max(measuredInterval / multiplier, 0.02)
for i = 1, multiplier - 1 do
task.delay(step * i, function()
pcall(oldSend, self, table.unpack(args))
end)
end
end
return r
end
pcall(function()
sg:SetCore("SendNotification", {
Title = "Firerate", Text = "x" .. tostring(multiplier) .. " loaded", Duration = 3
})
end)
print("[op1-firerate] patched x" .. tostring(multiplier))
]==]
local FR = { enabled = false, mult = 2 }
local function applyFirerate(mult)
local src = string.gsub(FIRERATE_SRC, "__MULT__", tostring(mult))
runOnActor(src)
end
-- ESP
local ESPCfg = {
Enabled = false,
TeamCheck = true,
MaxDist = 850,
ShowDead = false,
EnemyFill = Color3.fromRGB(220, 50, 50),
EnemyOutline = Color3.fromRGB(255, 90, 90),
TeamFill = Color3.fromRGB(50, 130, 220),
TeamOutline = Color3.fromRGB(80, 170, 255),
FillTransp = 0.60,
OutlineTransp = 0,
BoxEnabled = true,
BoxColor = Color3.fromRGB(255, 255, 255),
BoxThickness = 1.5,
Names = true,
NameColor = Color3.fromRGB(255, 255, 255),
Distance = true,
DistColor = Color3.fromRGB(185, 185, 185),
HealthBar = true,
HPHigh = Color3.fromRGB(40, 215, 80),
HPMid = Color3.fromRGB(235, 195, 30),
HPLow = Color3.fromRGB(230, 45, 45),
-- Team check runs every N frames (10 = default)
TeamCheckFrames = 10,
}
local ESPTrack = {} -- [player] = { hl, bb, box={}, vmConn }
local frameCounter = 0
local function hpColor(pct)
if pct > 0.60 then return ESPCfg.HPHigh end
if pct > 0.30 then return ESPCfg.HPMid end
return ESPCfg.HPLow
end
local function isESPTeammate(plr)
if not ESPCfg.TeamCheck then return false end
return LocalPlayer.Team ~= nil
and plr.Team ~= nil
and LocalPlayer.Team == plr.Team
end
-- Box drawings per player
local function createBoxDrawings()
local lines = {}
for i = 1, 4 do
local l = Drawing.new("Line")
l.Visible = false
l.Thickness = ESPCfg.BoxThickness
l.Color = ESPCfg.BoxColor
l.Transparency = 1
lines[i] = l
end
return lines
end
local function destroyBoxDrawings(lines)
if not lines then return end
for _, l in ipairs(lines) do pcall(function() l:Remove() end) end
end
local function hideBox(lines)
if not lines then return end
for _, l in ipairs(lines) do l.Visible = false end
end
local function updateBox(lines, vm)
if not lines or not vm then return end
local cam = Workspace.CurrentCamera
if not cam then return end
local ok, cf, size = pcall(function() return vm:GetBoundingBox() end)
if not ok or not cf or not size then hideBox(lines) return end
local half = size / 2
local corners3D = {
Vector3.new(-half.X, -half.Y, -half.Z),
Vector3.new(-half.X, -half.Y, half.Z),
Vector3.new(-half.X, half.Y, -half.Z),
Vector3.new(-half.X, half.Y, half.Z),
Vector3.new( half.X, -half.Y, -half.Z),
Vector3.new( half.X, -half.Y, half.Z),
Vector3.new( half.X, half.Y, -half.Z),
Vector3.new( half.X, half.Y, half.Z),
}
local minX, minY = math.huge, math.huge
local maxX, maxY = -math.huge, -math.huge
local anyVisible = false
for _, pt in ipairs(corners3D) do
local s = cam:WorldToViewportPoint(cf:PointToWorldSpace(pt))
if s.Z > 0 then
anyVisible = true
if s.X < minX then minX = s.X end
if s.Y < minY then minY = s.Y end
if s.X > maxX then maxX = s.X end
if s.Y > maxY then maxY = s.Y end
end
end
if not anyVisible or (maxX - minX) < 2 or (maxY - minY) < 2 then
hideBox(lines) return
end
-- 4 lines = top, bottom, left, right
local tl = Vector2.new(minX, minY)
local tr = Vector2.new(maxX, minY)
local bl = Vector2.new(minX, maxY)
local br = Vector2.new(maxX, maxY)
lines[1].From = tl; lines[1].To = tr; lines[1].Visible = true -- top
lines[2].From = bl; lines[2].To = br; lines[2].Visible = true -- bottom
lines[3].From = tl; lines[3].To = bl; lines[3].Visible = true -- left
lines[4].From = tr; lines[4].To = br; lines[4].Visible = true -- right
for _, l in ipairs(lines) do
l.Color = ESPCfg.BoxColor
l.Thickness = ESPCfg.BoxThickness
end
end
-- Billboard helpers
local function safeRemoveBB(t)
if t and t.bb then
pcall(function() t.bb:Destroy() end)
t.bb = nil
end
end
local function buildBB(plr)
local t = ESPTrack[plr]
if not t then return end
safeRemoveBB(t)
local char = plr.Character
local root = char and char:FindFirstChild("HumanoidRootPart")
if not root then return end
local bb = Instance.new("BillboardGui")
bb.Name = "ESP_" .. plr.UserId
bb.Size = UDim2.fromOffset(150, 52)
bb.StudsOffset = Vector3.new(0, 3.6, 0)
bb.AlwaysOnTop = true
bb.ResetOnSpawn = false
bb.LightInfluence = 0
bb.Adornee = root
bb.Enabled = false
bb.Parent = CoreGui
local function lbl(name, sz, yPos, font)
local l = Instance.new("TextLabel")
l.Name = name
l.Size = UDim2.new(1,0,0,sz)
l.Position = UDim2.fromOffset(0, yPos)
l.BackgroundTransparency = 1
l.Font = font or Enum.Font.GothamBold
l.TextSize = sz
l.TextStrokeTransparency = 0.25
l.TextStrokeColor3 = Color3.new(0,0,0)
l.Text = ""
l.Parent = bb
return l
end
lbl("Name", 13, 0)
lbl("Dist", 11, 15, Enum.Font.Gotham)
local hpBg = Instance.new("Frame")
hpBg.Name = "HPBg"
hpBg.Size = UDim2.new(1,0,0,6)
hpBg.Position = UDim2.fromOffset(0, 28)
hpBg.BackgroundColor3 = Color3.fromRGB(25,25,25)
hpBg.BorderSizePixel = 0
hpBg.Parent = bb
Instance.new("UICorner", hpBg).CornerRadius = UDim.new(1,0)
local hpFg = Instance.new("Frame")
hpFg.Name = "HPFg"
hpFg.Size = UDim2.fromScale(1,1)
hpFg.BackgroundColor3 = ESPCfg.HPHigh
hpFg.BorderSizePixel = 0
hpFg.Parent = hpBg
Instance.new("UICorner", hpFg).CornerRadius = UDim.new(1,0)
t.bb = bb
end
local function destroyESPEntry(plr)
local t = ESPTrack[plr]
if not t then return end
if t.vmConn then pcall(function() t.vmConn:Disconnect() end) end
if t.bb then pcall(function() t.bb:Destroy() end) end
if t.hl then pcall(function() t.hl:Destroy() end) end
destroyBoxDrawings(t.box)
ESPTrack[plr] = nil
end
local function setupESPHighlight(plr, vm)
destroyESPEntry(plr)
local team = isESPTeammate(plr)
local hl = Instance.new("Highlight")
hl.FillColor = team and ESPCfg.TeamFill or ESPCfg.EnemyFill
hl.OutlineColor = team and ESPCfg.TeamOutline or ESPCfg.EnemyOutline
hl.FillTransparency = ESPCfg.FillTransp
hl.OutlineTransparency = ESPCfg.OutlineTransp
hl.DepthMode = Enum.HighlightDepthMode.AlwaysOnTop
hl.Enabled = false
hl.Parent = vm
ESPTrack[plr] = {
hl = hl,
bb = nil,
box = createBoxDrawings(),
vmConn = nil,
}
buildBB(plr)
local vmConn
vmConn = vm.AncestryChanged:Connect(function()
if not vm:IsDescendantOf(Workspace) then
vmConn:Disconnect()
local t = ESPTrack[plr]
if t and t.vmConn == vmConn then
safeRemoveBB(t)
hideBox(t.box)
t.hl = nil
end
end
end)
ESPTrack[plr].vmConn = vmConn
end
local function watchESPCharacter(plr, char)
if plr == LocalPlayer then return end
task.spawn(function()
local torso = char:WaitForChild("torso", 8)
if not torso then return end
if isVMModel(torso.Parent) then
setupESPHighlight(plr, torso.Parent)
return
end
local conn
conn = torso.AncestryChanged:Connect(function()
conn:Disconnect()
local vm = torso.Parent
if isVMModel(vm) then
setupESPHighlight(plr, vm)
end
end)
char.AncestryChanged:Connect(function()
if not char:IsDescendantOf(game) and conn then
conn:Disconnect(); conn = nil
end
end)
end)
end
local function hookESPPlayer(plr)
if plr == LocalPlayer then return end
if plr.Character then watchESPCharacter(plr, plr.Character) end
plr.CharacterAdded:Connect(function(c)
task.delay(0.05, function()
if ESPTrack[plr] then buildBB(plr) end
end)
watchESPCharacter(plr, c)
end)
plr.CharacterRemoving:Connect(function()
local t = ESPTrack[plr]
if t and t.bb then t.bb.Enabled = false end
hideBox(t and t.box)
end)
end
for _, p in ipairs(Players:GetPlayers()) do hookESPPlayer(p) end
Players.PlayerAdded:Connect(hookESPPlayer)
Players.PlayerRemoving:Connect(destroyESPEntry)
-- ESP render loop
RunService.RenderStepped:Connect(function()
frameCounter += 1
local cam = Workspace.CurrentCamera
for plr, t in pairs(ESPTrack) do
local hl = t.hl
local bb = t.bb
local box = t.box
if not plr.Parent then
destroyESPEntry(plr)
continue
end
if not hl or not hl.Parent then
if hl then t.hl = nil end
if bb then bb.Enabled = false end
hideBox(box)
continue
end
local char = plr.Character
local hum = char and char:FindFirstChildOfClass("Humanoid")
local root = char and char:FindFirstChild("HumanoidRootPart")
-- Team check runs every TeamCheckFrames frames
local team = false
if frameCounter % ESPCfg.TeamCheckFrames == 0 then
team = isESPTeammate(plr)
else
-- Read cached from highlight color (quick approximation)
team = hl.FillColor == ESPCfg.TeamFill
end
local alive = hum and hum.Health > 0
local show = ESPCfg.Enabled
and (ESPCfg.ShowDead or alive)
and (not ESPCfg.TeamCheck or not team)
if show and root and cam then
local d = (cam.CFrame.Position - root.Position).Magnitude
if d > ESPCfg.MaxDist then show = false end
end
if not show then
hl.Enabled = false
if bb then bb.Enabled = false end
hideBox(box)
continue
end
-- Update highlight
hl.Enabled = true
hl.FillColor = team and ESPCfg.TeamFill or ESPCfg.EnemyFill
hl.OutlineColor = team and ESPCfg.TeamOutline or ESPCfg.EnemyOutline
hl.FillTransparency = ESPCfg.FillTransp
hl.OutlineTransparency = ESPCfg.OutlineTransp
-- Box
if ESPCfg.BoxEnabled then
updateBox(box, hl.Parent)
else
hideBox(box)
end
-- Billboard
if bb and root then
if bb.Adornee ~= root then bb.Adornee = root end
bb.Enabled = true
local dist = (cam.CFrame.Position - root.Position).Magnitude
local nameLbl = bb:FindFirstChild("Name")
local distLbl = bb:FindFirstChild("Dist")
local hpBg = bb:FindFirstChild("HPBg")
if nameLbl then
nameLbl.Visible = ESPCfg.Names
nameLbl.Text = plr.DisplayName
nameLbl.TextColor3 = ESPCfg.NameColor
end
if distLbl then
distLbl.Visible = ESPCfg.Distance
distLbl.Text = string.format("[ %dm ]", math.floor(dist))
distLbl.TextColor3 = ESPCfg.DistColor
end
if hpBg then
hpBg.Visible = ESPCfg.HealthBar
if ESPCfg.HealthBar and hum then
local pct = math.clamp(hum.Health / math.max(hum.MaxHealth,1), 0, 1)
local fg = hpBg:FindFirstChild("HPFg")
if fg then
fg.Size = UDim2.fromScale(pct, 1)
fg.BackgroundColor3 = hpColor(pct)
end
end
end
end
end
end)
-- Gun chams
local ChamsCfg = {
Enabled = false,
Rainbow = false,
Metallic = false,
Pulse = false,
Color = Color3.fromRGB(255, 255, 255),
Transparency = 0,
RainbowSpeed = 1,
}
local ChamsHL = nil
local ChamsVM = nil
local ChamsHue = 0
local function getLocalVM()
local vms = Workspace:FindFirstChild("Viewmodels")
return vms and vms:FindFirstChild("LocalViewmodel")
end
local function destroyChams()
if ChamsHL then pcall(function() ChamsHL:Destroy() end) end
ChamsHL = nil; ChamsVM = nil
end
local function ensureChams()
local vm = getLocalVM()
if not ChamsCfg.Enabled or not vm then destroyChams() return end
if ChamsHL and ChamsVM == vm then return end
destroyChams()
local hl = Instance.new("Highlight")
hl.Name = "Op1GunChams"
hl.Adornee = vm
hl.DepthMode = Enum.HighlightDepthMode.AlwaysOnTop
hl.Parent = CoreGui
ChamsHL = hl; ChamsVM = vm
end
RunService.RenderStepped:Connect(function(dt)
ensureChams()
if not ChamsHL then return end
if ChamsCfg.Rainbow then
ChamsHue = (ChamsHue + dt * ChamsCfg.RainbowSpeed * 0.1) % 1
local c = Color3.fromHSV(ChamsHue, 1, 1)
ChamsHL.FillColor = c
ChamsHL.OutlineColor = c
else
ChamsHL.FillColor = ChamsCfg.Color
ChamsHL.OutlineColor = ChamsCfg.Color
end
if ChamsCfg.Metallic then
ChamsHL.FillColor = ChamsHL.FillColor:Lerp(Color3.new(1,1,1), 0.3)
end
ChamsHL.FillTransparency =
ChamsCfg.Pulse
and math.abs(math.sin(os.clock() * 2))
or ChamsCfg.Transparency
ChamsHL.OutlineTransparency = 0
end)
-- Silent aim tab
TabSilent:CreateSection("Silent Aim")
TabSilent:CreateToggle({
Name = "Enable Silent Aim",
CurrentValue = false,
Flag = "sa_enabled",
Callback = function(v)
SA.Enabled = v
fovCircle.Visible = v
if v then ensureSilentAim() end
end,
})
TabSilent:CreateToggle({
Name = "Auto Shoot",
CurrentValue = false,
Flag = "sa_autoshoot",
Callback = function(v)
SA.AutoShoot = v
if not v then releaseM1() end
end,
})
TabSilent:CreateToggle({
Name = "Wallbang Only",
CurrentValue = false,
Flag = "sa_wallbang_only",
Callback = function(v)
SA.WallbangOnly = v
end,
})
TabSilent:CreateToggle({
Name = "Team Check",
CurrentValue = true,
Flag = "sa_teamcheck",
Callback = function(v)
SA.TeamCheck = v
end,
})
TabSilent:CreateSlider({
Name = "FOV Radius",
Range = {20, 800},
Increment = 10,
Suffix = "px",
CurrentValue = 200,
Flag = "sa_fov",
Callback = function(v)
SA.FOV = v
if SA.Enabled then reloadSilentAim() end
end,
})
TabSilent:CreateDropdown({
Name = "Target Part",
Options = {"head", "custom_parts"},
CurrentOption = {"head"},
Flag = "sa_targetpart",
Callback = function(opt)
SA.TargetPart = (type(opt) == "table") and opt[1] or opt
if SA.Enabled then reloadSilentAim() end
end,
})
TabSilent:CreateLabel("Auto Shoot fires when target is in FOV + penetrable wall (or clear LOS).")
-- Firerate tab
TabFirerate:CreateSection("Rapid Fire")
TabFirerate:CreateToggle({
Name = "Enable Rapid Fire",
CurrentValue = false,
Flag = "fr_enabled",
Callback = function(v)
FR.enabled = v
applyFirerate(v and FR.mult or 1)
end,
})
TabFirerate:CreateSlider({
Name = "Multiplier",
Range = {1, 20},
Increment = 1,
Suffix = "x",
CurrentValue = 2,
Flag = "fr_mult",
Callback = function(v)
FR.mult = v
if FR.enabled then applyFirerate(v) end
end,
})
-- Esp tab
TabESP:CreateSection("Player ESP")
TabESP:CreateToggle({
Name = "Enable ESP",
CurrentValue = false,
Flag = "esp_enabled",
Callback = function(v) ESPCfg.Enabled = v end,
})
TabESP:CreateToggle({
Name = "Team Check",
CurrentValue = true,
Flag = "esp_teamcheck",
Callback = function(v) ESPCfg.TeamCheck = v end,
})
TabESP:CreateToggle({
Name = "Show Dead",
CurrentValue = false,
Flag = "esp_showdead",
Callback = function(v) ESPCfg.ShowDead = v end,
})
TabESP:CreateSection("Box ESP")
TabESP:CreateToggle({
Name = "Enable Box",
CurrentValue = true,
Flag = "esp_box",
Callback = function(v) ESPCfg.BoxEnabled = v end,
})
TabESP:CreateColorPicker({
Name = "Box Color",
Color = Color3.fromRGB(255, 255, 255),
Flag = "esp_boxcolor",
Callback = function(c) ESPCfg.BoxColor = c end,
})
TabESP:CreateSection("Labels")
TabESP:CreateToggle({
Name = "Names",
CurrentValue = true,
Flag = "esp_names",
Callback = function(v) ESPCfg.Names = v end,
})
TabESP:CreateToggle({
Name = "Distance",
CurrentValue = true,
Flag = "esp_dist",
Callback = function(v) ESPCfg.Distance = v end,
})
TabESP:CreateToggle({
Name = "Health Bar",
CurrentValue = true,
Flag = "esp_hp",
Callback = function(v) ESPCfg.HealthBar = v end,
})
TabESP:CreateSlider({
Name = "Max Distance",
Range = {100, 2000},
Increment = 50,
Suffix = "m",
CurrentValue = 850,
Flag = "esp_maxdist",
Callback = function(v) ESPCfg.MaxDist = v end,
})
-- Chams tab
local TabChamsUI = TabChams
TabChamsUI:CreateSection("Gun Chams")
TabChamsUI:CreateToggle({
Name = "Enable Chams",
CurrentValue = false,
Flag = "chams_enabled",
Callback = function(v)
ChamsCfg.Enabled = v
if v then ensureChams() else destroyChams() end
end,
})
TabChamsUI:CreateColorPicker({
Name = "Color",
Color = Color3.fromRGB(255, 255, 255),
Flag = "chams_color",
Callback = function(c) ChamsCfg.Color = c end,
})
TabChamsUI:CreateSlider({
Name = "Transparency",
Range = {0, 100},
Increment = 1,
Suffix = "%",
CurrentValue = 0,
Flag = "chams_transp",
Callback = function(v) ChamsCfg.Transparency = v / 100 end,
})
TabChamsUI:CreateSection("Effects")
TabChamsUI:CreateToggle({
Name = "Rainbow",
CurrentValue = false,
Flag = "chams_rainbow",
Callback = function(v) ChamsCfg.Rainbow = v end,
})
TabChamsUI:CreateToggle({
Name = "Metallic",
CurrentValue = false,
Flag = "chams_metallic",
Callback = function(v) ChamsCfg.Metallic = v end,
})
TabChamsUI:CreateToggle({
Name = "Pulse",
CurrentValue = false,
Flag = "chams_pulse",
Callback = function(v) ChamsCfg.Pulse = v end,
})
TabChamsUI:CreateSlider({
Name = "Rainbow Speed",
Range = {1, 10},
Increment = 1,
Suffix = "x",
CurrentValue = 1,
Flag = "chams_rainbowspeed",
Callback = function(v) ChamsCfg.RainbowSpeed = v end,
})
Rayfield:LoadConfiguration()
getgenv().Op1Config = { SA = SA, FR = FR, ESP = ESPCfg, Chams = ChamsCfg }
local COPY_LINK = "discord.gg/JGDAWjhWzp"
local function notifyCopied()
pcall(function()
StarterGui:SetCore("SendNotification", {
Title = "N0IR",
Text = "Discord link copied to your clipboard.",
Duration = 10,
})
end)
end
local function sendYesNoNotification()
pcall(function()
StarterGui:SetCore("SendNotification", {
Title = "N0IR",
Text = "Copy the invite link to your clipboard?",
Duration = 8,
Button1 = "Yes i will copy i really wanna see your ass.",
Button2 = "No nigga fuck off.",
Callback = function(btn)
local isYes = (btn == 1) or (btn == "Yes") or (btn == "Button1")
local isNo = (btn == 2) or (btn == "No") or (btn == "Button2")
if isYes then
if setclipboard then
pcall(setclipboard, COPY_LINK)
elseif toclipboard then
pcall(toclipboard, COPY_LINK)
else
warn("no clipboard function available")
return
end
notifyCopied()
elseif isNo then
end
end,
})
end)
end
sendYesNoNotification()

![[UPDATED] Undetected Aimbot, ESP, Other Features](https://scriptblox.com/images/sb/rbx-041fe8eb0bda4800463411dff7a790d4-93f76ff2e17f.png)
![Sir Meme Hub | [16 GAMES] [$14.99 LIFETIME] | FARM/AIM/ESP](https://scriptblox.com/images/sb/-1-1791044877945.webp)
yo does this work on xeno or velocity
@noxcnn idk
@noxcnn no silent aim wont work on xeno but esp would be but firerate and silent aim wont work so get psm or real or madium or some*
@hits What about velocity
@noxcnn yes it will work bc it has enough status (unc and sunc and all the other ones)
Also works on delta users
@Miguelll8272672 great to hear
Will the silent aim work on Arceus neo because I'm using it rn and the silent aim didn't seems to work
@Showcaser i think ur executro doesnt have actor support its a library that executors have urs doesnt have it
Sir how do I like excite it lile Im lost