
Keyless Verified

--[[‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
- SCRIPT NAME : TTK_Testing_Silent_Aim.luau
- AUTHOR : .voltara. & _x_hexed_x_
- DESCRIPTION : Basic Silent aim
- NOTE : No ai was used.
- <3 don't use it kids it's not good for you.
______________________________________________________________________]]--
if (not game:IsLoaded()) then
game.Loaded:Wait();
end;
local CheckExist = function(test, name, _type)
local localPlayer = game:GetService('Players').LocalPlayer;
if (not localPlayer) then
return game:Shutdown(); -- what how when where?
elseif (not test or typeof(test) ~= _type) then
local executor = if (identifyexecutor) then identifyexecutor() else nil;
return localPlayer:Kick(`env error getgenv().{name} -> {test}\n{executor and `{executor} is not supported.` or 'current executor is not supported'}`);
end;
return; -- shh luau lsp warning
end;
local SafeCloneref = function<T>(instance: T): T?
return if (instance) then cloneref(instance) else nil;
end;
CheckExist(cloneref, 'cloneref', 'function');
CheckExist(debug, 'debug', 'table'); -- HOW BRO HOW
CheckExist(debug.getupvalue, 'debug.getupvalue', 'function');
CheckExist(debug.setupvalue, 'debug.setupvalue', 'function');
CheckExist(debug.setstack, 'debug.setstack', 'function');
CheckExist(debug.info, 'debug.info', 'function'); -- what how?
local runService = SafeCloneref(game:GetService('RunService'));
local playerTable = debug.getupvalue(rawget(require(game.ReplicatedStorage.Modules.Client.Character.OperatorPresenter), 'RigOf'), 1); -- TODO: add a check :sob:
local camera = SafeCloneref(workspace.CurrentCamera);
local viewportMid = camera.ViewportSize / 2;
camera:GetPropertyChangedSignal('ViewportSize'):Connect(function()
viewportMid = camera.ViewportSize / 2;
end);
local WorldToScreen = function(pos: Vector3): (Vector2, boolean, number)
local point, on = camera:WorldToViewportPoint(pos);
return Vector2.new(point.X, point.Y), on, point.Z;
end;
local target = nil;
runService.Heartbeat:Connect(function()
local closest, dist = nil, math.huge;
for self, data in (playerTable) do
if (rawget(data, 'dead')) then
continue;
end;
local rig: Model = SafeCloneref(rawget(data, 'rig'));
if (not rig) then
continue;
end;
local teammate = SafeCloneref(rig:FindFirstChildOfClass('Highlight')); -- jank
if (teammate) then
continue;
end;
local head: MeshPart = SafeCloneref(rig:FindFirstChild('Head'));
if (not head) then
continue;
end;
local point, on = WorldToScreen(head.Position);
if (not on) then
continue;
end;
local mag = (point - viewportMid).Magnitude;
if (mag >= dist) then
continue;
end;
dist, closest = mag, data;
end;
target = closest;
end);
-- TODO: add checks but im lazy.
local randomConeDirection = rawget(require(game.ReplicatedStorage.Modules.Shared.SpreadUtil), 'RandomConeDirection');
local oldRandom: Random = debug.getupvalue(randomConeDirection, 1);
local newRandom = newproxy(true);
rawset(getmetatable(newRandom), '__index', function(_, idx)
if (debug.info(3, 'n') == 'GetFireDirection' and target) then -- TODO: dose rig and head exist?
debug.setstack(2, 1, CFrame.lookAt(camera.CFrame.Position, rawget(target, 'rig'):FindFirstChild('Head').Position).LookVector);
end;
return function()
return oldRandom:NextNumber();
end;
end);
debug.setupvalue(randomConeDirection, 1, newRandom);No comments yet for this script.