
Universal Script – METWALLY hood
local OrionLib = loadstring(game:HttpGet(('https://raw.githubusercontent.com/shlexware/Orion/main/source')))()
local Window = OrionLib:MakeWindow({Name = "METWALLY (BETA)", HidePremium = false, SaveConfig = true, ConfigFolder = "Metwally"})
--[[
Name = <Metwally ware> - The name of the UI.
HidePremium = <bool> - Whether or not the user details shows Premium status or not.
SaveConfig = <bool> - Toggles the config saving in the UI.
ConfigFolder = <string> - The name of the folder where the configs are saved.
IntroEnabled = <enable> - Whether or not to show the intro animation.
IntroText = <Metwally ware on top> - Text to show in the intro animation.
IntroIcon = <string> - URL to the image you want to use in the intro animation.
Icon = <string> - URL to the image you want displayed on the window.
CloseCallback = <function> - Function to execute when the window is closed.
]]
OrionLib:MakeNotification({
Name = "join discord.gg/zf9aYpZQ",
Content = "kill those fuckers",
Image = "rbxassetid://4483345998",
Time = 10
})
--[[
Title = <string> - The title of the notification.
Content = <string> - The content of the notification.
Image = <string> - The icon of the notification.
Time = <number> - The duration of the notfication.
]]
local Tab = Window:MakeTab({
Name = "aimlock",
Icon = "rbxassetid://4483345998",
PremiumOnly = false
})
--[[
Name = <string> - The name of the tab.
Icon = <string> - The icon of the tab.
PremiumOnly = <bool> - Makes the tab accessible to Sirus Premium users only.
]]
local Section = Tab:AddSection({
Name = "locks"
})
--[[
Name = <string> - The name of the section.
]]
Tab:AddButton({
Name = "camlock press e to lock",
Callback = function()getgenv().OldAimPart = "HumanoidRootPart"
getgenv().AimPart = "HumanoidRootPart" -- For R15 Games: {UpperTorso, LowerTorso, HumanoidRootPart, Head} | For R6 Games: {Head, Torso, HumanoidRootPart}
getgenv().AimlockKey = "e"
getgenv().AimRadius = 50 -- How far away from someones character you want to lock on at
getgenv().ThirdPerson = true
getgenv().FirstPerson = true
getgenv().TeamCheck = false -- Check if Target is on your Team (True means it wont lock onto your teamates, false is vice versa) (Set it to false if there are no teams)
getgenv().PredictMovement = true -- Predicts if they are moving in fast velocity (like jumping) so the aimbot will go a bit faster to match their speed
getgenv().PredictionVelocity = 6.612
getgenv().CheckIfJumped = true
getgenv().Smoothness = false
getgenv().SmoothnessAmount = 0.2
local Players, Uis, RService, SGui = game:GetService"Players", game:GetService"UserInputService", game:GetService"RunService", game:GetService"StarterGui";
local Client, Mouse, Camera, CF, RNew, Vec3, Vec2 = Players.LocalPlayer, Players.LocalPlayer:GetMouse(), workspace.CurrentCamera, CFrame.new, Ray.new, Vector3.new, Vector2.new;
local Aimlock, MousePressed, CanNotify = true, false, false;
local AimlockTarget;
local OldPre;
getgenv().WorldToViewportPoint = function(P)
return Camera:WorldToViewportPoint(P)
end
getgenv().WorldToScreenPoint = function(P)
return Camera.WorldToScreenPoint(Camera, P)
end
getgenv().GetObscuringObjects = function(T)
if T and T:FindFirstChild(getgenv().AimPart) and Client and Client.Character:FindFirstChild("Head") then
local RayPos = workspace:FindPartOnRay(RNew(
T[getgenv().AimPart].Position, Client.Character.Head.Position)
)
if RayPos then return RayPos:IsDescendantOf(T) end
end
end
getgenv().GetNearestTarget = function()
-- Credits to whoever made this, i didnt make it, and my own mouse2plr function kinda sucks
local players = {}
local PLAYER_HOLD = {}
local DISTANCES = {}
for i, v in pairs(Players:GetPlayers()) do
if v ~= Client then
table.insert(players, v)
end
end
for i, v in pairs(players) do
if v.Character ~= nil then
local AIM = v.Character:FindFirstChild("Head")
if getgenv().TeamCheck == true and v.Team ~= Client.Team then
local DISTANCE = (v.Character:FindFirstChild("Head").Position - game.Workspace.CurrentCamera.CFrame.p).magnitude
local RAY = Ray.new(game.Workspace.CurrentCamera.CFrame.p, (Mouse.Hit.p - game.Workspace.CurrentCamera.CFrame.p).unit * DISTANCE)
local HIT,POS = game.Workspace:FindPartOnRay(RAY, game.Workspace)
local DIFF = math.floor((POS - AIM.Position).magnitude)
PLAYER_HOLD[v.Name .. i] = {}
PLAYER_HOLD[v.Name .. i].dist= DISTANCE
PLAYER_HOLD[v.Name .. i].plr = v
PLAYER_HOLD[v.Name .. i].diff = DIFF
table.insert(DISTANCES, DIFF)
elseif getgenv().TeamCheck == false and v.Team == Client.Team then
local DISTANCE = (v.Character:FindFirstChild("Head").Position - game.Workspace.CurrentCamera.CFrame.p).magnitude
local RAY = Ray.new(game.Workspace.CurrentCamera.CFrame.p, (Mouse.Hit.p - game.Workspace.CurrentCamera.CFrame.p).unit * DISTANCE)
local HIT,POS = game.Workspace:FindPartOnRay(RAY, game.Workspace)
local DIFF = math.floor((POS - AIM.Position).magnitude)
PLAYER_HOLD[v.Name .. i] = {}
PLAYER_HOLD[v.Name .. i].dist= DISTANCE
PLAYER_HOLD[v.Name .. i].plr = v
PLAYER_HOLD[v.Name .. i].diff = DIFF
table.insert(DISTANCES, DIFF)
end
end
end
if unpack(DISTANCES) == nil then
return nil
end
local L_DISTANCE = math.floor(math.min(unpack(DISTANCES)))
if L_DISTANCE > getgenv().AimRadius then
return nil
end
for i, v in pairs(PLAYER_HOLD) do
if v.diff == L_DISTANCE then
return v.plr
end
end
return nil
end
Mouse.KeyDown:Connect(function(a)
if not (Uis:GetFocusedTextBox()) then
if a == AimlockKey and AimlockTarget == nil then
pcall(function()
if MousePressed ~= true then MousePressed = true end
local Target;Target = GetNearestTarget()
if Target ~= nil then
AimlockTarget = Target
end
end)
elseif a == AimlockKey and AimlockTarget ~= nil then
if AimlockTarget ~= nil then AimlockTarget = nil end
if MousePressed ~= false then
MousePressed = false
end
end
end
end)
RService.RenderStepped:Connect(function()
if getgenv().ThirdPerson == true and getgenv().FirstPerson == true then
if (Camera.Focus.p - Camera.CoordinateFrame.p).Magnitude > 1 or (Camera.Focus.p - Camera.CoordinateFrame.p).Magnitude <= 1 then
CanNotify = true
else
CanNotify = false
end
elseif getgenv().ThirdPerson == true and getgenv().FirstPerson == false then
if (Camera.Focus.p - Camera.CoordinateFrame.p).Magnitude > 1 then
CanNotify = true
else
CanNotify = false
end
elseif getgenv().ThirdPerson == false and getgenv().FirstPerson == true then
if (Camera.Focus.p - Camera.CoordinateFrame.p).Magnitude <= 1 then
CanNotify = true
else
CanNotify = false
end
end
if Aimlock == true and MousePressed == true then
if AimlockTarget and AimlockTarget.Character and AimlockTarget.Character:FindFirstChild(getgenv().AimPart) then
if getgenv().FirstPerson == true then
if CanNotify == true then
if getgenv().PredictMovement == true then
if getgenv().Smoothness == true then
--// The part we're going to lerp/smoothen \\--
local Main = CF(Camera.CFrame.p, AimlockTarget.Character[getgenv().AimPart].Position + AimlockTarget.Character[getgenv().AimPart].Velocity/PredictionVelocity)
--// Making it work \\--
Camera.CFrame = Camera.CFrame:Lerp(Main, getgenv().SmoothnessAmount, Enum.EasingStyle.Elastic, Enum.EasingDirection.InOut)
else
Camera.CFrame = CF(Camera.CFrame.p, AimlockTarget.Character[getgenv().AimPart].Position + AimlockTarget.Character[getgenv().AimPart].Velocity/PredictionVelocity)
end
elseif getgenv().PredictMovement == false then
if getgenv().Smoothness == true then
--// The part we're going to lerp/smoothen \\--
local Main = CF(Camera.CFrame.p, AimlockTarget.Character[getgenv().AimPart].Position)
--// Making it work \\--
Camera.CFrame = Camera.CFrame:Lerp(Main, getgenv().SmoothnessAmount, Enum.EasingStyle.Elastic, Enum.EasingDirection.InOut)
else
Camera.CFrame = CF(Camera.CFrame.p, AimlockTarget.Character[getgenv().AimPart].Position)
end
end
end
end
end
end
if CheckIfJumped == true then
if AimlockTarget.Character.HuDDDDDDDDDDWmanoid.FloorMaterial == Enum.Material.Air then
getgenv().AimPart = "HumanoidRootPart"
else
getgenv().AimPart = getgenv().OldAimPart
end
end
end)
print("button pressed")
end
})
Tab:AddButton({
Name = "silent aim (BETA)",
Callback = function()local Library, AimingTab, _ = loadstring(game:HttpGet("https://raw.githubusercontent.com/Stefanuk12/Aiming/main/GUI.lua"))()
local Aiming = loadstring(game:HttpGet("https://raw.githubusercontent.com/Stefanuk12/Aiming/main/Load.lua"))()("Module")
local AimingChecks = Aiming.Checks
local AimingSelected = Aiming.Selected
local AimingSettingsIgnored = Aiming.Settings.Ignored
local AimingSettingsIgnoredPlayers = Aiming.Settings.Ignored.Players
local AimingSettingsIgnoredWhitelistMode = AimingSettingsIgnored.WhitelistMode
-- // Services
local UserInputService = game:GetService("UserInputService")
-- // Config
local Configuration = {
-- // The ones under this you may change - if you are a normal user
Enabled = true,
Method = "FindPartOnRay",
FocusMode = false, -- // Stays locked on to that player only. If true then uses the silent aim keybind, if a input type is entered, then that is used
ToggleBind = false, -- // true = Toggle, false = Hold (to enable)
Keybind = Enum.UserInputType.MouseButton2, -- // You can also have Enum.KeyCode.E, etc.
-- // Do not change anything below here - if you are not a normal user
CurrentlyFocused = nil,
MethodResolve = {
-- // __namecall methods
raycast = {
Real = "Raycast",
Metamethod = "__namecall",
Aliases = {"raycast"}
},
findpartonray = {
Real = "FindPartOnRay",
Metamethod = "__namecall",
Aliases = {"findPartOnRay"}
},
findpartonraywithwhitelist = {
Real = "FindPartOnRayWithWhitelist",
Metamethod = "__namecall",
Aliases = {"findPartOnRayWithWhitelist"}
},
findpartonraywithignorelist = {
Real = "FindPartOnRayWithIgnoreList",
Metamethod = "__namecall",
Aliases = {"findPartOnRayWithIgnoreList"}
},
-- // __index methods
target = {
Real = "Target",
Metamethod = "__index",
Aliases = {"target"}
},
hit = {
Real = "Hit",
Metamethod = "__index",
Aliases = {"hit"}
},
x = {
Real = "X",
Metamethod = "__index",
Aliases = {"x"}
},
y = {
Real = "Y",
Metamethod = "__index",
Aliases = {"y"}
},
unitray = {
Real = "UnitRay",
Metamethod = "__index",
Aliases = {"unitray"}
},
},
ExpectedArguments = {
FindPartOnRayWithIgnoreList = {
ArgCountRequired = 3,
Args = {
"Instance", "Ray", "table", "boolean", "boolean"
}
},
FindPartOnRayWithWhitelist = {
ArgCountRequired = 3,
Args = {
"Instance", "Ray", "table", "boolean"
}
},
FindPartOnRay = {
ArgCountRequired = 2,
Args = {
"Instance", "Ray", "Instance", "boolean", "boolean"
}
},
Raycast = {
ArgCountRequired = 3,
Args = {
"Instance", "Vector3", "Vector3", "RaycastParams"
}
}
}
}
local IsToggled = false
Aiming.SilentAim = Configuration
-- // Functions
local function CalculateDirection(Origin, Destination, Length)
return (Destination - Origin).Unit * Length
end
-- // Validate arguments passed through namecall
local function ValidateArguments(Args, Method)
--// Get Type Information from Method
local TypeInformation = Configuration.ExpectedArguments[Method]
if (not TypeInformation) then
return false
end
--// Make new table for successful matches
local Matches = 0
-- // Go through every argument passed
for ArgumentPosition, Argument in pairs(Args) do
-- // Check if argument type is a certain type
if (typeof(Argument) == TypeInformation.Args[ArgumentPosition]) then
Matches = Matches + 1
end
end
-- // Get information
local ExpectedValid = #Args
local GotValid = Matches
-- // Return whether or not arguments are valid
return ExpectedValid == GotValid
end
-- // Additional checks you can add yourself, e.g. upvalue checks
function Configuration.AdditionalCheck(metamethod, method, callingscript, ...)
return true
end
-- // Checks if a certain method is enabled
local stringsplit = string.split
local stringlower = string.lower
local tablefind = table.find
local function IsMethodEnabled(Method, Given, PossibleMethods)
-- // Split it all up
PossibleMethods = PossibleMethods or stringsplit(Configuration.Method, ",")
Given = Given or Method
-- // Vars
local LoweredMethod = stringlower(Method)
local MethodData = Configuration.MethodResolve[LoweredMethod]
if (not MethodData) then
return false, nil
end
-- //
local Matches = LoweredMethod == stringlower(Given)
local RealMethod = MethodData.Real
local Found = tablefind(PossibleMethods, RealMethod)
-- // Return
return (Matches and Found), RealMethod
end
-- // Allows you to easily toggle multiple methods on and off
function Configuration.ToggleMethod(Method, State)
-- // Vars
local EnabledMethods = Configuration.Method:split(",")
local FoundI = table.find(EnabledMethods, Method)
-- //
if (State) then
if (not FoundI) then
table.insert(EnabledMethods, Method)
end
else
if (FoundI) then
table.remove(EnabledMethods, FoundI)
end
end
-- // Set
Configuration.Method = table.concat(EnabledMethods, ",")
end
-- // Modify the position/cframe, add prediction yourself (use Aiming.Selected)
function Configuration.ModifyCFrame(OnScreen)
return OnScreen and AimingSelected.Position or AimingSelected.Part.CFrame
end
-- // Focuses a player
local Backup = {table.unpack(AimingSettingsIgnoredPlayers)}
function Configuration.FocusPlayer(Player)
table.insert(AimingSettingsIgnoredPlayers, Player)
AimingSettingsIgnoredWhitelistMode.Players = true
end
-- // Unfocuses a player
function Configuration.Unfocus(Player)
-- // Find it within ignored, and remove if found
local PlayerI = table.find(AimingSettingsIgnoredPlayers, Player)
if (PlayerI) then
table.remove(AimingSettingsIgnoredPlayers, PlayerI)
end
-- // Disable whitelist mode
AimingSettingsIgnoredWhitelistMode.Players = false
end
-- // Unfocuses everything
function Configuration.UnfocusAll(Replacement)
Replacement = Replacement or Backup
AimingSettingsIgnored.Players = Replacement
AimingSettingsIgnoredWhitelistMode.Players = false
end
-- //
function Configuration.FocusHandler()
if (Configuration.CurrentlyFocused) then
Configuration.Unfocus(Configuration.CurrentlyFocused)
Configuration.CurrentlyFocused = nil
return
end
if (AimingChecks.IsAvailable()) then
Configuration.FocusPlayer(AimingSelected.Instance)
Configuration.CurrentlyFocused = AimingSelected.Instance
end
end
-- // For the toggle and stuff
local function CheckInput(Input, Expected)
local InputType = Expected.EnumType == Enum.KeyCode and "KeyCode" or "UserInputType"
return Input[InputType] == Expected
end
UserInputService.InputBegan:Connect(function(Input, GameProcessedEvent)
-- // Make sure is not processed
if (GameProcessedEvent) then
return
end
-- // Check if matches bind
local FocusMode = Configuration.FocusMode
if (CheckInput(Input, Configuration.Keybind)) then
if (Configuration.ToggleBind) then
IsToggled = not IsToggled
else
IsToggled = true
end
if (FocusMode == true) then
Configuration.FocusHandler()
end
end
-- // FocusMode check
if (typeof(FocusMode) == "Enum" and CheckInput(Input, FocusMode)) then
Configuration.FocusHandler()
end
end)
UserInputService.InputEnded:Connect(function(Input, GameProcessedEvent)
-- // Make sure is not processed
if (GameProcessedEvent) then
return
end
-- // Check if matches bind
if (CheckInput(Input, Configuration.Keybind) and not Configuration.ToggleBind) then
IsToggled = false
end
end)
-- // Hooks
local __index
__index = hookmetamethod(game, "__index", function(t, k)
-- // Vars
local callingscript = getcallingscript()
-- // Make sure everything is in order
if (t:IsA("Mouse") and not checkcaller() and IsToggled and Configuration.Enabled and AimingChecks.IsAvailable()) then
-- // Vars
local MethodEnabled, RealMethod = IsMethodEnabled(k)
-- // Make sure everything is in order 2
if (not MethodEnabled or not Configuration.AdditionalCheck("__index", nil, callingscript, t, RealMethod)) then
return __index(t, k)
end
-- // Target
if (RealMethod == "Target") then
return AimingSelected.Part
end
-- // Hit
if (RealMethod == "Hit") then
return Configuration.ModifyCFrame(false)
end
-- // X/Y
if (RealMethod == "X" or RealMethod == "Y") then
return Configuration.ModifyCFrame(true)[k]
end
-- // UnitRay
if (RealMethod == "UnitRay") then
local Origin = __index(t, k).Origin
local Direction = CalculateDirection(Origin, Configuration.ModifyCFrame(false).Position)
return Ray.new(Origin, Direction)
end
end
-- // Return
return __index(t, k)
end)
local __namecall
__namecall = hookmetamethod(game, "__namecall", function(...)
-- // Vars
local args = {...}
local self = args[1]
local method = getnamecallmethod()
local callingscript = getcallingscript()
-- // Make sure everything is in order
if (self == workspace and not checkcaller() and IsToggled and Configuration.Enabled and AimingChecks.IsAvailable()) then
-- // Vars
local MethodEnabled, RealMethod = IsMethodEnabled(method)
-- // Make sure all is in order 2
if (not MethodEnabled or not ValidateArguments(args, RealMethod) and Configuration.AdditionalCheck("__namecall", RealMethod, callingscript, ...)) then
return __namecall(...)
end
-- // Raycast
if (RealMethod == "Raycast") then
-- // Modify args
args[3] = CalculateDirection(args[2], Configuration.ModifyCFrame(false).Position, 1000)
-- // Return
return __namecall(unpack(args))
end
-- // The rest pretty much, modify args
local Origin = args[2].Origin
local Direction = CalculateDirection(Origin, __index(AimingSelected.Part, "Position"), 1000)
args[2] = Ray.new(Origin, Direction)
-- // Return
return __namecall(unpack(args))
end
-- //
return __namecall(...)
end)
-- // GUI
local SilentAimGroupBox = AimingTab:AddLeftTabbox("Silent Aim")
local MainTab = SilentAimGroupBox:AddTab("Main")
local MethodsTab = SilentAimGroupBox:AddTab("Methods")
MainTab:AddToggle("SilentAimEnabled", {
Text = "Enabled",
Default = Configuration.Enabled,
Tooltip = "Toggle the Silent Aim on and off",
Callback = function(Value)
Configuration.Enabled = Value
end
}):AddKeyPicker("SilentAimEnabledKey", {
Default = Configuration.Keybind,
SyncToggleState = false,
Mode = Configuration.ToggleBind and "Toggle" or "Hold",
Text = "Silent Aim",
NoUI = false,
ChangedCallback = function(Key)
Configuration.Keybind = Key
end
})
MainTab:AddToggle("SilentAimEnabledToggle", {
Text = "Toggle Mode",
Default = Configuration.ToggleBind,
Tooltip = "When disabled, it is hold to activate.",
Callback = function(Value)
Configuration.ToggleBind = Value
Options.SilentAimEnabledKey.Mode = Value and "Toggle" or "Hold"
Options.SilentAimEnabledKey:Update()
end
})
MainTab:AddToggle("SilentAimFocusMode", {
Text = "Focus Mode",
Default = Configuration.Enabled,
Tooltip = "Only targets the current targetted player",
Callback = function(Value)
Configuration.FocusMode = Value
end
}):AddKeyPicker("SilentAimFocusModeKey", {
Default = Configuration.Keybind,
SyncToggleState = false,
Text = "Focus Mode",
NoUI = false,
ChangedCallback = function(Key)
Configuration.FocusMode = Key
end
})
-- // Adding each method
local Methods = {}
for _, method in pairs(Configuration.MethodResolve) do
table.insert(Methods, method.Real)
end
-- //
local function GetDictKeys(Dictionary)
local Keys = {}
for key, _ in pairs(Dictionary) do
table.insert(Keys, key)
end
return Keys
end
MethodsTab:AddDropdown("SilentAimMethods", {
Values = Methods,
Default = Configuration.Method:split(","),
Multi = true,
Text = "Methods",
Tooltip = "The possible silent aim methods to enable",
Callback = function(Value)
Configuration.Method = table.concat(GetDictKeys(Value), ",")
end
})
Library.KeybindFrame.Visible = true;
print("button pressed")
end
})
Tab:AddButton({
Name = "( Q ) camlock V2 (BETA)",
Callback = function()getgenv().OldAimPart = "Head"
getgenv().AimPart = "UpperTorso" -- For R15 Games: {UpperTorso, LowerTorso, HumanoidRootPart, Head} | For R6 Games: {Head, Torso, HumanoidRootPart}
getgenv().AimlockKey = "q"
getgenv().AimRadius = 50 -- How far away from someones character you want to lock on at
getgenv().ThirdPerson = true
getgenv().FirstPerson = true
getgenv().TeamCheck = false -- Check if Target is on your Team (True means it wont lock onto your teamates, false is vice versa) (Set it to false if there are no teams)
getgenv().PredictMovement = true -- Predicts if they are moving in fast velocity (like jumping) so the aimbot will go a bit faster to match their speed
getgenv().PredictionVelocity = 14.6
getgenv().CheckIfJumped = true
getgenv().Smoothness = true
getgenv().SmoothnessAmount = 10000000000000000000000000000000000
local Players, Uis, RService, SGui = game:GetService"Players", game:GetService"UserInputService", game:GetService"RunService", game:GetService"StarterGui";
local Client, Mouse, Camera, CF, RNew, Vec3, Vec2 = Players.LocalPlayer, Players.LocalPlayer:GetMouse(), workspace.CurrentCamera, CFrame.new, Ray.new, Vector3.new, Vector2.new;
local Aimlock, MousePressed, CanNotify = true, false, false;
local AimlockTarget;
local OldPre;
getgenv().WorldToViewportPoint = function(P)
return Camera:WorldToViewportPoint(P)
end
getgenv().WorldToScreenPoint = function(P)
return Camera.WorldToScreenPoint(Camera, P)
end
getgenv().GetObscuringObjects = function(T)
if T and T:FindFirstChild(getgenv().AimPart) and Client and Client.Character:FindFirstChild("Head") then
local RayPos = workspace:FindPartOnRay(RNew(
T[getgenv().AimPart].Position, Client.Character.Head.Position)
)
if RayPos then return RayPos:IsDescendantOf(T) end
end
end
getgenv().GetNearestTarget = function()
-- Credits to whoever made this, i didnt make it, and my own mouse2plr function kinda sucks
local players = {}
local PLAYER_HOLD = {}
local DISTANCES = {}
for i, v in pairs(Players:GetPlayers()) do
if v ~= Client then
table.insert(players, v)
end
end
for i, v in pairs(players) do
if v.Character ~= nil then
local AIM = v.Character:FindFirstChild("Head")
if getgenv().TeamCheck == true and v.Team ~= Client.Team then
local DISTANCE = (v.Character:FindFirstChild("Head").Position - game.Workspace.CurrentCamera.CFrame.p).magnitude
local RAY = Ray.new(game.Workspace.CurrentCamera.CFrame.p, (Mouse.Hit.p - game.Workspace.CurrentCamera.CFrame.p).unit * DISTANCE)
local HIT,POS = game.Workspace:FindPartOnRay(RAY, game.Workspace)
local DIFF = math.floor((POS - AIM.Position).magnitude)
PLAYER_HOLD[v.Name .. i] = {}
PLAYER_HOLD[v.Name .. i].dist= DISTANCE
PLAYER_HOLD[v.Name .. i].plr = v
PLAYER_HOLD[v.Name .. i].diff = DIFF
table.insert(DISTANCES, DIFF)
elseif getgenv().TeamCheck == false and v.Team == Client.Team then
local DISTANCE = (v.Character:FindFirstChild("Head").Position - game.Workspace.CurrentCamera.CFrame.p).magnitude
local RAY = Ray.new(game.Workspace.CurrentCamera.CFrame.p, (Mouse.Hit.p - game.Workspace.CurrentCamera.CFrame.p).unit * DISTANCE)
local HIT,POS = game.Workspace:FindPartOnRay(RAY, game.Workspace)
local DIFF = math.floor((POS - AIM.Position).magnitude)
PLAYER_HOLD[v.Name .. i] = {}
PLAYER_HOLD[v.Name .. i].dist= DISTANCE
PLAYER_HOLD[v.Name .. i].plr = v
PLAYER_HOLD[v.Name .. i].diff = DIFF
table.insert(DISTANCES, DIFF)
end
end
end
if unpack(DISTANCES) == nil then
return nil
end
local L_DISTANCE = math.floor(math.min(unpack(DISTANCES)))
if L_DISTANCE > getgenv().AimRadius then
return nil
end
for i, v in pairs(PLAYER_HOLD) do
if v.diff == L_DISTANCE then
return v.plr
end
end
return nil
end
Mouse.KeyDown:Connect(function(a)
if not (Uis:GetFocusedTextBox()) then
if a == AimlockKey and AimlockTarget == nil then
pcall(function()
if MousePressed ~= true then MousePressed = true end
local Target;Target = GetNearestTarget()
if Target ~= nil then
AimlockTarget = Target
end
end)
elseif a == AimlockKey and AimlockTarget ~= nil then
if AimlockTarget ~= nil then AimlockTarget = nil end
if MousePressed ~= false then
MousePressed = false
end
end
end
end)
RService.RenderStepped:Connect(function()
if getgenv().ThirdPerson == true and getgenv().FirstPerson == true then
if (Camera.Focus.p - Camera.CoordinateFrame.p).Magnitude > 1 or (Camera.Focus.p - Camera.CoordinateFrame.p).Magnitude <= 1 then
CanNotify = true
else
CanNotify = false
end
elseif getgenv().ThirdPerson == true and getgenv().FirstPerson == false then
if (Camera.Focus.p - Camera.CoordinateFrame.p).Magnitude > 1 then
CanNotify = true
else
CanNotify = false
end
elseif getgenv().ThirdPerson == false and getgenv().FirstPerson == true then
if (Camera.Focus.p - Camera.CoordinateFrame.p).Magnitude <= 1 then
CanNotify = true
else
CanNotify = false
end
end
if Aimlock == true and MousePressed == true then
if AimlockTarget and AimlockTarget.Character and AimlockTarget.Character:FindFirstChild(getgenv().AimPart) then
if getgenv().FirstPerson == true then
if CanNotify == true then
if getgenv().PredictMovement == true then
if getgenv().Smoothness == true then
--// The part we're going to lerp/smoothen \\--
local Main = CF(Camera.CFrame.p, AimlockTarget.Character[getgenv().AimPart].Position + AimlockTarget.Character[getgenv().AimPart].Velocity/PredictionVelocity)
--// Making it work \\--
Camera.CFrame = Camera.CFrame:Lerp(Main, getgenv().SmoothnessAmount, Enum.EasingStyle.Elastic, Enum.EasingDirection.InOut)
else
Camera.CFrame = CF(Camera.CFrame.p, AimlockTarget.Character[getgenv().AimPart].Position + AimlockTarget.Character[getgenv().AimPart].Velocity/PredictionVelocity)
end
elseif getgenv().PredictMovement == false then
if getgenv().Smoothness == true then
--// The part we're going to lerp/smoothen \\--
local Main = CF(Camera.CFrame.p, AimlockTarget.Character[getgenv().AimPart].Position)
--// Making it work \\--
Camera.CFrame = Camera.CFrame:Lerp(Main, getgenv().SmoothnessAmount, Enum.EasingStyle.Elastic, Enum.EasingDirection.InOut)
else
Camera.CFrame = CF(Camera.CFrame.p, AimlockTarget.Character[getgenv().AimPart].Position)
end
end
end
end
end
end
if CheckIfJumped == true then
if AimlockTarget.Character.HuDDDDDDDDDDWmanoid.FloorMaterial == Enum.Material.Air then
getgenv().AimPart = "UpperTorso"
else
getgenv().AimPart = getgenv().OldAimPart
end
end
end)
print("button pressed")
end
})
Tab:AddButton({
Name = "Streamable V2 ( E )",
Callback = function()function announce(title,text,time)
game.StarterGui:SetCore("SendNotification", {
Title = title;
Text = text;
Duration = time;
})
end
announce("made by o.metwally on discord", "camlock ( hold e to lock", 3)
local Aiming = loadstring(game:HttpGet("https://pastebin.com/raw/wy4vTkmn"))()
Aiming.TeamCheck(false)
local Workspace = game:GetService("Workspace")
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")
local LocalPlayer = Players.LocalPlayer
local Mouse = LocalPlayer:GetMouse()
local CurrentCamera = Workspace.CurrentCamera
local DaHoodSettings = {
SilentAim = false,
AimLock = true,
Prediction = 0.138,
AimLockKeybind = Enum.KeyCode.E
}
getgenv().DaHoodSettings = DaHoodSettings
function Aiming.Check()
if not (Aiming.Enabled == true and Aiming.Selected ~= LocalPlayer and Aiming.SelectedPart ~= nil) then
return false
end
local Character = Aiming.Character(Aiming.Selected)
local KOd = Character:WaitForChild("BodyEffects")["K.O"].Value
local Grabbed = Character:FindFirstChild("GRABBING_CONSTRAINT") ~= nil
if (KOd or Grabbed) then
return false
end
return true
end
local __index
__index = hookmetamethod(game, "__index", function(t, k)
if (t:IsA("Mouse") and (k == "Hit" or k == "Target") and Aiming.Check()) then
local SelectedPart = Aiming.SelectedPart
if (DaHoodSettings.SilentAim and (k == "Hit" or k == "Target")) then
local Hit = SelectedPart.CFrame + (SelectedPart.Velocity * DaHoodSettings.Prediction)
return (k == "Hit" and Hit or SelectedPart)
end
end
return __index(t, k)
end)
RunService:BindToRenderStep("AimLock", 0, function()
if (DaHoodSettings.AimLock and Aiming.Check() and UserInputService:IsKeyDown(DaHoodSettings.AimLockKeybind)) then
local SelectedPart = Aiming.SelectedPart
local Hit = SelectedPart.CFrame + (SelectedPart.Velocity * DaHoodSettings.Prediction)
CurrentCamera.CFrame = CFrame.lookAt(CurrentCamera.CFrame.Position, Hit.Position)
end
end)
print("button pressed")
end
})
--[[
Name = <string> - The name of the button.
Callback = <function> - The function of the button.
]]
--[[
Name = <string> - The name of the button.
Callback = <function> - The function of the button.
]]
--[[
Name = <string> - The name of the button.
Callback = <function> - The function of the button.
]]
--[[
Name = <string> - The name of the button.
Callback = <function> - The function of the button.
]]
--[[
Name = <string> - The name of the button.
Callback = <function> - The function of the button.
]]
local Tab = Window:MakeTab({
Name = "combat",
Icon = "rbxassetid://4483345998",
PremiumOnly = false
})
--[[
Name = <string> - The name of the tab.
Icon = <string> - The icon of the tab.
PremiumOnly = <bool> - Makes the tab accessible to Sirus Premium users only.
]]
local Section = Tab:AddSection({
Name = ""
})
--[[
Name = <string> - The name of the section.
]]
Tab:AddButton({
Name = "Fly ( X )",
Callback = function() plr = game.Players.LocalPlayer
local mouse = plr:GetMouse()
localplayer = plr
if workspace:FindFirstChild("Core") then
workspace.Core:Destroy()
end
local Core = Instance.new("Part")
Core.Name = "Core"
Core.Size = Vector3.new(0.05, 0.05, 0.05)
spawn(function()
Core.Parent = workspace
local Weld = Instance.new("Weld", Core)
Weld.Part0 = Core
Weld.Part1 = localplayer.Character.LowerTorso
Weld.C0 = CFrame.new(0, 0, 0)
end)
workspace:WaitForChild("Core")
local torso = workspace.Core
flying = true
local speed=10
local keys={a=false,d=false,w=false,s=false}
local e1
local e2
local function start()
local pos = Instance.new("BodyPosition",torso)
local gyro = Instance.new("BodyGyro",torso)
pos.Name="EPIXPOS"
pos.maxForce = Vector3.new(math.huge, math.huge, math.huge)
pos.position = torso.Position
gyro.maxTorque = Vector3.new(9e9, 9e9, 9e9)
gyro.cframe = torso.CFrame
repeat
wait()
localplayer.Character.Humanoid.PlatformStand=true
local new=gyro.cframe - gyro.cframe.p + pos.position
if not keys.w and not keys.s and not keys.a and not keys.d then
speed=5
end
if keys.w then
new = new + workspace.CurrentCamera.CoordinateFrame.lookVector * speed
speed=speed+0
end
if keys.s then
new = new - workspace.CurrentCamera.CoordinateFrame.lookVector * speed
speed=speed+0
end
if keys.d then
new = new * CFrame.new(speed,0,0)
speed=speed+0
end
if keys.a then
new = new * CFrame.new(-speed,0,0)
speed=speed+0
end
if speed>10 then
speed=5
end
pos.position=new.p
if keys.w then
gyro.cframe = workspace.CurrentCamera.CoordinateFrame*CFrame.Angles(-math.rad(speed*0),0,0)
elseif keys.s then
gyro.cframe = workspace.CurrentCamera.CoordinateFrame*CFrame.Angles(math.rad(speed*0),0,0)
else
gyro.cframe = workspace.CurrentCamera.CoordinateFrame
end
until flying == false
if gyro then gyro:Destroy() end
if pos then pos:Destroy() end
flying=false
localplayer.Character.Humanoid.PlatformStand=false
speed=10
end
e1=mouse.KeyDown:connect(function(key)
if not torso or not torso.Parent then flying=false e1:disconnect() e2:disconnect() return end
if key=="w" then
keys.w=true
elseif key=="s" then
keys.s=true
elseif key=="a" then
keys.a=true
elseif key=="d" then
keys.d=true
elseif key=="x" then
if flying==true then
flying=false
else
flying=true
start()
end
end
end)
e2=mouse.KeyUp:connect(function(key)
if key=="w" then
keys.w=false
elseif key=="s" then
keys.s=false
elseif key=="a" then
keys.a=false
elseif key=="d" then
keys.d=false
end
end)
start()
print("button pressed")
end
})How to Execute Universal Script – METWALLY hood
Step 1: Copy Code: Click the Copy Code button in the viewer above to grab the clean Lua loadstring.
Step 2: Launch Executor: Open a compatible, unpatched executor. If you need one, check our Roblox Executors Directory.
Step 3: Join Experience: Launch Roblox and join Universal Script.
Step 4: Attach & Run: Attach/inject your executor into the Roblox process, paste the code into the script tab, and press Execute.
Created By
View Author ProfileFeatures & Information
Script Changelog (1)
Community Comments (4)
Frequently Asked Questions
How do I execute Universal Script – METWALLY hood in Roblox?
To run Universal Script – METWALLY hood, copy the Lua loadstring from the code viewer above, launch Roblox and join Universal Script, attach a working executor (such as Potassium, Solara, or Delta from our Executors directory), paste the code into your executor console, and click Execute.
Is Universal Script – METWALLY hood keyless or does it require an access key?
Universal Script – METWALLY hood requires an access key. You can retrieve the official key directly using the Get Script Key link provided above.
Is Universal Script – METWALLY hood currently safe and working?
This script is active and operational. Always test scripts using a secondary (alt) Roblox account to safeguard your main profile against anti-cheat bans.


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@METWALLY I understand :) just i cant find any scripts for dh lol
@Stratxgy this is beta and uncompleted were still editing and looking for scripters
not many movement scripts or anything but I like the orion ui and it works on da hood with solara :)
YALL THIS IS UNCOMPLETED AND BETA EXPECT SOME BUGS (undetected)