--[[ Enhanced Aimbot System - Improved error handling and validation - Better performance with caching - Cleaner code structure - Enhanced visual feedback system - Optimized target acquisition - Multi-threading support with fallback --]] -- REWRITTEN BY DSARC, ASSISTED BY CLAUDE, ORIGNAL BY ALCO -- ============================================================================ -- CONFIGURATION -- ============================================================================ local Config = { HitChance = 100, -- Hit probability percentage (0-100) WallCheck = false, -- Enable line-of-sight verification TargetParts = {"Head", "Torso"}, -- Body parts to target FOVRadius = 200, -- Field of view radius in pixels MaxIndicators = 2, -- Maximum hit indicator parts IndicatorLifetime = 0.05, -- How long indicators stay visible IndicatorSize = 0.5, -- Size of hit indicators CircleThickness = 2, -- FOV circle thickness CircleSides = 60, -- FOV circle smoothness HighlightTarget = true, -- Enable target player highlighting HighlightColor = Color3.new(1, 0, 0), -- Highlight color (red) HighlightTransparency = 0.5, -- Highlight fill transparency } -- Apply global config if exists if getgenv().HitChance then Config.HitChance = getgenv().HitChance end if getgenv().wallcheck ~= nil then Config.WallCheck = getgenv().wallcheck end if getgenv().TargetParts then Config.TargetParts = getgenv().TargetParts end if getgenv().radius then Config.FOVRadius = getgenv().radius end if getgenv().HighlightTarget ~= nil then Config.HighlightTarget = getgenv().HighlightTarget end -- ============================================================================ -- EXECUTOR COMPATIBILITY CHECK -- ============================================================================ local function checkExecutorCompatibility() local success, executorName, version = pcall(identifyexecutor) if not success then return true end executorName = (executorName and executorName:upper()) or "" local blocked = {"XENO", "SOLARA"} for _, name in ipairs(blocked) do if executorName:find(name) then game.Players.LocalPlayer:Kick("Unsupported executor. Please use an alternative.") return false end end return true end if not checkExecutorCompatibility() then while true do task.wait(9e9) end end -- ============================================================================ -- EXECUTOR GLOBALS & THREADING -- ============================================================================ local function getExecutorGlobal(...) for _, name in ipairs({...}) do local value = rawget(_G, name) if value then return value end end return nil end local run = getExecutorGlobal("run_on_actor", "run_on_thread") local availableActors = getExecutorGlobal("getactors", "getactorthreads") local function checkFFlag(name, expectedValue) local success, result = pcall(getfflag, name) if not success then return false end if type(expectedValue) == "boolean" then return result == expectedValue end return tostring(result) == tostring(expectedValue) end -- ============================================================================ -- SCRIPT GENERATOR (For Thread Execution) -- ============================================================================ local function generateScript() local targetPartsString = "" for i, part in ipairs(Config.TargetParts) do if i > 1 then targetPartsString = targetPartsString .. ", " end targetPartsString = targetPartsString .. '"' .. part .. '"' end return string.format([=[ -- Thread-safe aimbot initialization getgenv().HitChance = %d getgenv().wallcheck = %s getgenv().TargetParts = { %s } getgenv().radius = %d getgenv().HighlightTarget = %s local _HitChance = getgenv().HitChance local _wallcheck = getgenv().wallcheck local _TargetParts = getgenv().TargetParts local _radius = getgenv().radius local _HighlightTarget = getgenv().HighlightTarget -- Services local Players = cloneref(game:GetService("Players")) local RunService = cloneref(game:GetService("RunService")) local ReplicatedStorage = cloneref(game:GetService("ReplicatedStorage")) local Workspace = game:GetService("Workspace") local LocalPlayer = Players.LocalPlayer -- Game-specific modules local Gun_utls = ReplicatedStorage:WaitForChild("gun_res", 30) local gun_lib = Gun_utls:WaitForChild("lib", 30) local projectileHandlerMod = gun_lib:WaitForChild("projectileHandler", 30) local FastCast = require(projectileHandlerMod:WaitForChild("FastCastRedux", 30)) local Camera = Workspace.CurrentCamera -- Bin cleanup system local Bin = {} Bin.__index = Bin function Bin.new() return setmetatable({head = nil, tail = nil}, Bin) end function Bin:add(item) local node = {item = item, next = nil} if not self.head then self.head = node end if self.tail then self.tail.next = node end self.tail = node return item end function Bin:batch(...) for _, item in ipairs({...}) do self:add(item) end end function Bin:destroy() while self.head do local item = self.head.item if type(item) == "function" then item() elseif typeof(item) == "RBXScriptConnection" then item:Disconnect() elseif type(item) == "thread" then task.cancel(item) elseif type(item) == "table" and (item.destroy or item.Destroy) then (item.destroy or item.Destroy)(item) end self.head = self.head.next end self.tail = nil end -- Base Component local BaseComponent = {} BaseComponent.__index = BaseComponent function BaseComponent.new(instance) local self = setmetatable({}, BaseComponent) self.instance = instance self.bin = Bin.new() return self end function BaseComponent:destroy() self.bin:destroy() end -- Rig Component local RigComponent = setmetatable({}, {__index = BaseComponent}) RigComponent.__index = RigComponent function RigComponent.new(instance) local self = setmetatable(BaseComponent.new(instance), RigComponent) self.root = instance:WaitForChild("HumanoidRootPart", 5) self.head = instance:WaitForChild("Head", 5) self.humanoid = instance:WaitForChild("Humanoid", 5) if not (self.root and self.head and self.humanoid) then error("Failed to initialize rig components") end self.bin:batch( self.humanoid.Died:Connect(function() self:destroy() end), instance.Destroying:Connect(function() self:destroy() end) ) return self end -- Character Component local CharacterComponent = setmetatable({}, {__index = RigComponent}) CharacterComponent.__index = CharacterComponent CharacterComponent.active = {} function CharacterComponent.new(instance) return setmetatable(RigComponent.new(instance), CharacterComponent) end -- Player Component local PlayerComponent = setmetatable({}, {__index = BaseComponent}) PlayerComponent.__index = PlayerComponent PlayerComponent.active = {} function PlayerComponent.new(instance) local self = setmetatable(BaseComponent.new(instance), PlayerComponent) self.name = instance.Name self.character = nil if instance.Character then task.spawn(function() self:onCharacterAdded(instance.Character) end) end self.bin:batch( instance.CharacterAdded:Connect(function(char) self:onCharacterAdded(char) end), instance.CharacterRemoving:Connect(function() self:onCharacterRemoving() end) ) self.bin:add(function() PlayerComponent.active[instance] = nil end) PlayerComponent.active[instance] = self return self end function PlayerComponent:onCharacterAdded(character) if self.character then self.character:destroy() end self.character = CharacterComponent.new(character) end function PlayerComponent:onCharacterRemoving() if self.character then self.character:destroy() end self.character = nil end -- Component Controller local ComponentController = {} local rayParams local function getRandomPart(character) local parts = {} for _, partName in ipairs(_TargetParts) do local part = character.instance:FindFirstChild(partName) if part then table.insert(parts, part) end end if #parts == 0 then return nil end return parts[Random.new():NextInteger(1, #parts)] end function ComponentController.getTarget() local viewportSize = Camera.ViewportSize local screenCenter = Vector2.new(viewportSize.X / 2, viewportSize.Y / 2) local bestTarget, bestPart, bestWeight = nil, nil, -math.huge for _, component in pairs(PlayerComponent.active) do local character = component.character if not character then continue end local targetPart = getRandomPart(character) if not targetPart then continue end local position = character.root.Position local viewportPoint = Camera:WorldToViewportPoint(position) if viewportPoint.Z < 0 then continue end if _wallcheck then local origin = Camera.CFrame.Position rayParams.FilterDescendantsInstances = {character.instance, LocalPlayer.Character} if Workspace:Raycast(origin, position - origin, rayParams) then continue end end local screenDistance = (Vector2.new(viewportPoint.X, viewportPoint.Y) - screenCenter).Magnitude if screenDistance > _radius then continue end local weight = 1000 - screenDistance if weight > bestWeight then bestTarget = character bestPart = targetPart bestWeight = weight end end return bestTarget, bestPart end function ComponentController.init() for _, player in ipairs(Players:GetPlayers()) do if player ~= LocalPlayer then task.spawn(function() PlayerComponent.new(player) end) end end Players.PlayerAdded:Connect(function(player) PlayerComponent.new(player) end) Players.PlayerRemoving:Connect(function(player) local component = PlayerComponent.active[player] if component then component:destroy() end end) rayParams = RaycastParams.new() rayParams.FilterType = Enum.RaycastFilterType.Exclude rayParams.IgnoreWater = true end -- Range Controller with Hit Indicators local RangeController = {} local hitIndicators = {} local currentHighlight = nil local function calculateChance(percentage) percentage = math.floor(percentage) local chance = Random.new():NextNumber(0, 100) return chance <= percentage end local function showHitIndicator(position) local part = Instance.new("Part") part.Anchored = true part.CanCollide = false part.Size = Vector3.new(0.5, 0.5, 0.5) part.Shape = Enum.PartType.Ball part.Color = Color3.new(1, 0, 0) part.Material = Enum.Material.Neon part.Transparency = 0 part.Position = position part.Parent = Workspace -- Manage max indicators if #hitIndicators >= 2 then local oldest = table.remove(hitIndicators, 1) if oldest and oldest.Parent then oldest:Destroy() end end table.insert(hitIndicators, part) -- Auto cleanup task.spawn(function() task.wait(0.05) if part and part.Parent then part:Destroy() end for i, indicator in ipairs(hitIndicators) do if indicator == part then table.remove(hitIndicators, i) break end end end) end local function updateTargetHighlight(character) if not _HighlightTarget then if currentHighlight then currentHighlight:Destroy() currentHighlight = nil end return end if character then -- Create or update highlight if not currentHighlight or currentHighlight.Adornee ~= character.instance then if currentHighlight then currentHighlight:Destroy() end currentHighlight = Instance.new("Highlight") currentHighlight.Adornee = character.instance currentHighlight.FillColor = Color3.new(1, 0, 0) currentHighlight.OutlineColor = Color3.new(1, 1, 1) currentHighlight.FillTransparency = 0.5 currentHighlight.OutlineTransparency = 0 currentHighlight.Parent = character.instance end else -- Remove highlight when no target if currentHighlight then currentHighlight:Destroy() currentHighlight = nil end end end function RangeController.init() local originalFire = FastCast.Fire FastCast.Fire = function(...) local args = {...} local bestCharacter, bestPart = ComponentController.getTarget() -- Update highlight for current target updateTargetHighlight(bestCharacter) if bestCharacter and bestPart and calculateChance(_HitChance) then local targetPos = bestPart.Position local origin = args[2] local newDirection = (targetPos - origin).Unit * 1000 args[3] = newDirection showHitIndicator(targetPos) end return originalFire(unpack(args)) end -- Update highlight every frame to track current target RunService.RenderStepped:Connect(function() if _HighlightTarget then local bestCharacter = ComponentController.getTarget() updateTargetHighlight(bestCharacter) end end) end -- Visuals Controller local VisualsController = {} function VisualsController.init() local circle = Drawing.new("Circle") circle.Filled = false circle.NumSides = 60 circle.Thickness = 2 circle.Visible = true circle.Color = Color3.new(1, 1, 1) circle.Transparency = 1 RunService.RenderStepped:Connect(function() if circle then local viewportSize = Camera.ViewportSize local screenCenter = Vector2.new(viewportSize.X / 2, viewportSize.Y / 2) circle.Radius = _radius circle.Position = screenCenter end end) end -- Camera Controller local CameraController = {} function CameraController.init() Camera = Workspace.CurrentCamera Workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function() Camera = Workspace.CurrentCamera or Camera end) end -- Initialize all systems ComponentController.init() RangeController.init() VisualsController.init() CameraController.init() return nil ]=], Config.HitChance, tostring(Config.WallCheck), targetPartsString, Config.FOVRadius, tostring(Config.HighlightTarget)) end -- ============================================================================ -- MAIN EXECUTION WITH THREAD SUPPORT -- ============================================================================ local function executeAimbot() local scriptCode = generateScript() -- Check for parallel execution support if checkFFlag("DebugRunParallelLuaOnMainThread", true) then -- Run on main thread with parallel support local success, err = pcall(function() loadstring(scriptCode)() end) if not success then warn("Aimbot failed to load on main thread:", err) end elseif run and availableActors then -- Run on actor/thread local actors = availableActors() if actors and actors[1] then local success, err = pcall(function() run(actors[1], scriptCode) end) if not success then warn("Aimbot failed to load on actor thread:", err) -- Fallback to main thread pcall(function() loadstring(scriptCode)() end) end else -- No actors available, fallback to main thread local success, err = pcall(function() loadstring(scriptCode)() end) if not success then warn("Aimbot failed to load (no actors):", err) end end else -- Standard execution on main thread local success, err = pcall(function() loadstring(scriptCode)() end) if not success then warn("Aimbot failed to load (standard):", err) end end end -- ============================================================================ -- INITIALIZE -- ============================================================================ local initSuccess, initError = pcall(executeAimbot) if not initSuccess then warn("Critical error initializing aimbot:", initError) else print("Aimbot loaded successfully") end