local RunService = game:GetService("RunService") local UserInputService = game:GetService("UserInputService") local VirtualInputManager = game:GetService("VirtualInputManager") local Players = game:GetService("Players") local LocalPlayer = Players.LocalPlayer local Camera = workspace.CurrentCamera local aimActive = false local lastTargetPos = Vector3.new(0, 0, 0) local currentTargetPart = nil local isQActive = false -- Toggle aimbot with 'V' UserInputService.InputBegan:Connect(function(input, gameProcessed) if input.KeyCode == Enum.KeyCode.V then aimActive = not aimActive if not aimActive then currentTargetPart = nil if isQActive then isQActive = false pcall(function() VirtualInputManager:SendKeyEvent(false, Enum.KeyCode.Q, false, game) end) end end print("Wall-Piercing Team Aimbot & ESP active: " .. tostring(aimActive)) end end) -- Built-in ESP with Team Check Coloring local function setupESP(player) if player == LocalPlayer then return end local function applyHighlight(char) if char:FindFirstChild("CombatESP") then return end local highlight = Instance.new("Highlight") highlight.Name = "CombatESP" highlight.Adornee = char highlight.FillTransparency = 0.5 highlight.OutlineTransparency = 0 highlight.Parent = char local function updateColor() if player.Team and LocalPlayer.Team then if player.Team == LocalPlayer.Team then -- Teammate (Blue) highlight.FillColor = Color3.fromRGB(50, 150, 255) highlight.OutlineColor = Color3.fromRGB(0, 100, 200) else -- Enemy (Red) highlight.FillColor = Color3.fromRGB(255, 50, 50) highlight.OutlineColor = Color3.fromRGB(255, 255, 255) end end end updateColor() player:GetPropertyChangedSignal("Team"):Connect(updateColor) LocalPlayer:GetPropertyChangedSignal("Team"):Connect(updateColor) end if player.Character then applyHighlight(player.Character) end player.CharacterAdded:Connect(applyHighlight) end -- Initialize ESP for all players for _, p in ipairs(Players:GetPlayers()) do setupESP(p) end Players.PlayerAdded:Connect(setupESP) -- Wall-Piercing Target Selector (Ignores walls/obstacles, targets closest enemy in 3D space) local function getBestEnemyTarget() local closestPart = nil local shortestDistance = math.huge local localRoot = LocalPlayer.Character and LocalPlayer.Character:FindFirstChild("HumanoidRootPart") if not localRoot then return nil end for _, player in ipairs(Players:GetPlayers()) do if player ~= LocalPlayer and player.Character then -- Strict Team Check: Ignore teammates completely if player.Team and LocalPlayer.Team and player.Team == LocalPlayer.Team then continue end local head = player.Character:FindFirstChild("Head") local humanoid = player.Character:FindFirstChildOfClass("Humanoid") if head and humanoid and humanoid.Health > 0 then -- Bypasses wall obstructions: evaluates true 3D distance straight through walls local distance3D = (head.Position - localRoot.Position).Magnitude if distance3D < shortestDistance then shortestDistance = distance3D closestPart = head end end end end return closestPart end -- Main Render Loop RunService.RenderStepped:Connect(function(deltaTime) local char = LocalPlayer.Character local hum = char and char:FindFirstChildOfClass("Humanoid") if not aimActive or not hum or hum.Health <= 0 then currentTargetPart = nil if isQActive then isQActive = false pcall(function() VirtualInputManager:SendKeyEvent(false, Enum.KeyCode.Q, false, game) end) end return end local isHoldingF = UserInputService:IsKeyDown(Enum.KeyCode.F) -- Handle 'Q' key press state simulation when holding 'F' if isHoldingF then if not isQActive then isQActive = true pcall(function() VirtualInputManager:SendKeyEvent(true, Enum.KeyCode.Q, false, game) end) end else if isQActive then isQActive = false pcall(function() VirtualInputManager:SendKeyEvent(false, Enum.KeyCode.Q, false, game) end) end currentTargetPart = nil return end -- Instantly fetch the best wall-piercing target every frame local bestTarget = getBestEnemyTarget() if bestTarget then if bestTarget ~= currentTargetPart then currentTargetPart = bestTarget lastTargetPos = bestTarget.Position end -- Calculate velocity for precision tracking through obstacles local currentPos = bestTarget.Position local velocity = (currentPos - lastTargetPos) / deltaTime lastTargetPos = currentPos -- Exact bottom-of-head coordinate adjustment (-0.3 studs) with lightweight prediction local adjustedTargetPos = currentPos - Vector3.new(0, 0.3, 0) + (velocity * 0.1) local screenPos, onScreen = Camera:WorldToViewportPoint(adjustedTargetPos) if onScreen then local mouseLoc = UserInputService:GetMouseLocation() local targetVector = Vector2.new(screenPos.X, screenPos.Y) - mouseLoc -- Smoothed multiplier (0.12) with a deadzone to stop camera shaking if targetVector.Magnitude > 0.5 and mousemoverel then pcall(function() mousemoverel(targetVector.X * 0.12, targetVector.Y * 0.12) end) end end else currentTargetPart = nil end end) print("Wall-Piercing Team Aimbot + Q-Hold + ESP loaded! Press 'V' to toggle, hold 'F' to aim through walls.")