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 = - The name of the UI. HidePremium = - Whether or not the user details shows Premium status or not. SaveConfig = - Toggles the config saving in the UI. ConfigFolder = - The name of the folder where the configs are saved. IntroEnabled = - Whether or not to show the intro animation. IntroText = - Text to show in the intro animation. IntroIcon = - URL to the image you want to use in the intro animation. Icon = - URL to the image you want displayed on the window. CloseCallback = - 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 = - The title of the notification. Content = - The content of the notification. Image = - The icon of the notification. Time = - The duration of the notfication. ]] local Tab = Window:MakeTab({ Name = "aimlock", Icon = "rbxassetid://4483345998", PremiumOnly = false }) --[[ Name = - The name of the tab. Icon = - The icon of the tab. PremiumOnly = - Makes the tab accessible to Sirus Premium users only. ]] local Section = Tab:AddSection({ Name = "locks" }) --[[ Name = - 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 = - The name of the button. Callback = - The function of the button. ]] --[[ Name = - The name of the button. Callback = - The function of the button. ]] --[[ Name = - The name of the button. Callback = - The function of the button. ]] --[[ Name = - The name of the button. Callback = - The function of the button. ]] --[[ Name = - The name of the button. Callback = - The function of the button. ]] local Tab = Window:MakeTab({ Name = "combat", Icon = "rbxassetid://4483345998", PremiumOnly = false }) --[[ Name = - The name of the tab. Icon = - The icon of the tab. PremiumOnly = - Makes the tab accessible to Sirus Premium users only. ]] local Section = Tab:AddSection({ Name = "" }) --[[ Name = - 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 })