
Key Required Verified

local Players = game:GetService("Players")
local workspace = game:GetService("Workspace")
local LocalPlayer = Players.LocalPlayer
local Camera = workspace.CurrentCamera
local SilentAim = {
Enabled = true,
TeamCheck = true,
WallCheck = true,
FOV = 35,
AimPart = "Head"
}
local function getCharacter(player)
return player and player.Character
end
local function isAlive(character)
if not character then
return false
end
if character:GetAttribute("Dead") then
return false
end
local health = character:GetAttribute("Health")
return health == nil or health > 0
end
local function isObstructed(origin, target, character)
local params = RaycastParams.new()
params.FilterType = Enum.RaycastFilterType.Exclude
params.FilterDescendantsInstances = { character, LocalPlayer.Character }
local ray = workspace:Raycast(origin, target - origin, params)
return ray ~= nil
and ray.Instance ~= nil
and not ray.Instance:IsDescendantOf(character)
end
local function getTarget(origin)
local localTeam = LocalPlayer:GetAttribute("Team")
local look = Camera.CFrame.LookVector
local best, bestAngle = nil, math.rad(SilentAim.FOV)
for _, player in ipairs(Players:GetPlayers()) do
if player == LocalPlayer then
continue
end
local character = getCharacter(player)
if not isAlive(character) then
continue
end
if SilentAim.TeamCheck and player:GetAttribute("Team") == localTeam then
continue
end
local part = character:FindFirstChild(SilentAim.AimPart)
or character:FindFirstChild("Head")
or character:FindFirstChild("HumanoidRootPart")
if not part then
continue
end
local targetPos = part.Position
local direction = (targetPos - origin).Unit
local angle = math.acos(math.clamp(look:Dot(direction), -1, 1))
if angle < bestAngle then
if SilentAim.WallCheck and isObstructed(origin, targetPos, character) then
continue
end
best, bestAngle = part, angle
end
end
return best
end
local function buildHit(origin, part)
local targetPos = part.Position
local direction = (targetPos - origin).Unit
return {
Distance = (targetPos - origin).Magnitude,
Instance = part,
Position = targetPos,
Normal = -direction,
Material = part.Material.Name,
Exit = false
}
end
local ok, Remotes = pcall(require, game:GetService("ReplicatedStorage").Database.Security.Remotes)
local shootRemote = ok and Remotes and Remotes.Inventory and Remotes.Inventory.ShootWeapon
if not shootRemote or not shootRemote.Send then
warn("BloxStrike silent aim: Remotes.Inventory.ShootWeapon.Send not found, hook skipped")
return
end
local oldSend
local function hookedSend(packet, ...)
if SilentAim.Enabled and packet and packet.Bullets then
for _, bullet in ipairs(packet.Bullets) do
local origin = bullet.Origin
if origin then
local part = getTarget(origin)
if part then
bullet.Direction = (part.Position - origin).Unit
bullet.Hits = { buildHit(origin, part) }
end
end
end
end
return oldSend(packet, ...)
end
if typeof(hookfunction) == "function" then
oldSend = hookfunction(shootRemote.Send, hookedSend)
else
oldSend = shootRemote.Send
shootRemote.Send = hookedSend
endNo comments yet for this script.



