loadstring(game:GetObjects(‘rbxassetid://340856112’)[1].Source)() 2. 3. wait() 4. 5. _G.FREE_FOR_ALL = true 6. 7. _G.BIND = 50 — LEFT CTRL 8. _G.ESP_BIND = 52 — LEFT ALT -- Bot Settings getgenv().AimSens = 1/45; -- Aimbot sens getgenv().LookSens = 1/80; -- Aim while walking sens getgenv().PreAimDis = 55; -- if within 55 Studs then preaim getgenv().KnifeOutDis = 85; -- if within 85 Studs then swap back to gun getgenv().ReloadDis = 50; -- if over 50 Studs away then reload getgenv().RecalDis = 15; -- if player moves over this many studs then recalculate path to them -- Services local PathfindingService = game:GetService("PathfindingService") local Players = game:GetService("Players") local RunService = game:GetService("RunService") local TweenService = game:GetService('TweenService'); local VIM = game:GetService("VirtualInputManager") local UserInputService = game:GetService("UserInputService") -- Local Plr local Plr = Players.LocalPlayer local Char = Plr.Character or Plr.CharacterAdded:Wait() local Head = Char:WaitForChild("Head", 1337) local Root = Char:WaitForChild("HumanoidRootPart", 1337) local Humanoid = Char:WaitForChild("Humanoid", 1337) -- error bypass for i,v in pairs(getconnections(game:GetService("ScriptContext").Error)) do v:Disable() end -- Simple ESP loadstring(game:HttpGet("https://raw.githubusercontent.com/Babyhamsta/RBLX_Scripts/main/Universal/SimpleESP.lua", true))() -- Aimbot Vars local Camera = workspace.CurrentCamera; -- Mouse local Mouse = Plr:GetMouse(); -- Map Spawns local Spawns = workspace:WaitForChild("Map", 1337):WaitForChild("Spawns", 1337) -- Ignore local Map = workspace:WaitForChild("Map", 1337) local RayIgnore = workspace:WaitForChild("Ray_Ignore", 1337) local MapIgnore = Map:WaitForChild("Ignore", 1337) -- Temp Vars local ClosestPlr; local IsAiming; local InitialPosition; local CurrentEquipped = "Gun"; local WalkToObject; -- Get Closest plr local function getClosestPlr() local nearestPlayer, nearestDistance for _, player in pairs(Players:GetPlayers()) do if player.TeamColor ~= Plr.TeamColor and player ~= Plr then local character = player.Character if character then local nroot = character:FindFirstChild("HumanoidRootPart") if character and nroot and character:FindFirstChild("Spawned") then local distance = Plr:DistanceFromCharacter(nroot.Position) if (nearestDistance and distance >= nearestDistance) then continue end nearestDistance = distance nearestPlayer = player end end end end return nearestPlayer end -- Wallcheck / Visible Check local function IsVisible(target, ignorelist) local obsParts = Camera:GetPartsObscuringTarget({target}, ignorelist); if #obsParts == 0 then return true; else return false; end end -- Aimbot/Triggerbot local function Aimlock() -- Temp Holder local aimpart = nil; -- Detect first visible part if ClosestPlr and ClosestPlr.Character then for i,v in ipairs(ClosestPlr.Character:GetChildren()) do if v and v:IsA("Part") then -- is part if IsVisible(v.Position,{Camera,Char,ClosestPlr.Character,RayIgnore,MapIgnore}) then -- is visible aimpart = v; break; end end end end -- If visible aim and shoot if aimpart then IsAiming = true; -- Aim at player local tcamcframe = Camera.CFrame; for i = 0, 1, AimSens do if not aimpart then break; end if (Head.Position.Y + aimpart.Position.Y) < 0 then break; end -- Stop bot from aiming at the ground Camera.CFrame = tcamcframe:Lerp(CFrame.new(Camera.CFrame.p, aimpart.Position), i) task.wait(0) end -- Mouse down and back up VIM:SendMouseButtonEvent(Mouse.X, Mouse.Y, 0, true, game, 1) task.wait(0.25) VIM:SendMouseButtonEvent(Mouse.X, Mouse.Y, 0, false, game, 1) end IsAiming = false; end local function OnPathBlocked() -- try again warn("[AimmyAI] - Path was blocked, trying again.") WalkToObject(); end -- Pathfinding to Plr function WalkToObject = function() if ClosestPlr and ClosestPlr.Character then -- RootPart local CRoot = ClosestPlr.Character:FindFirstChild("HumanoidRootPart") if CRoot then -- Get start position InitialPosition = CRoot.Position; -- Calculate path and waypoints local currpath = PathfindingService:CreatePath({["WaypointSpacing"] = 4, ["AgentHeight"] = 5, ["AgentRadius"] = 3, ["AgentCanJump"] = true}); -- Listen for block connect currpath.Blocked:Connect(OnPathBlocked) local success, errorMessage = pcall(function() currpath:ComputeAsync(Root.Position, CRoot.Position) end) if success and currpath.Status == Enum.PathStatus.Success then local waypoints = currpath:GetWaypoints(); -- Navigate to each waypoint for i, wap in pairs(waypoints) do -- Catcher if i == 1 then continue end -- skip first waypoint if not ClosestPlr or not ClosestPlr.Character or ClosestPlr ~= getClosestPlr() or not ClosestPlr.Character:FindFirstChild("Spawned") or not Char:FindFirstChild("Spawned") then ClosestPlr = nil; return; elseif (InitialPosition - CRoot.Position).Magnitude > RecalDis then -- moved too far from start WalkToObject(); -- restart return; end -- Detect if needing to jump if wap.Action == Enum.PathWaypointAction.Jump then Humanoid:ChangeState(Enum.HumanoidStateType.Jumping) end -- Aim while walking (either path or plr) task.spawn(function() local primary = ClosestPlr.Character.PrimaryPart.Position; local studs = Plr:DistanceFromCharacter(primary) local tcamcframe = Camera.CFrame; for i = 0, 1, LookSens do if IsAiming then break; end if primary and studs then -- If close aim at player if math.floor(studs + 0.5) < PreAimDis then if ClosestPlr and ClosestPlr.Character then local CChar = ClosestPlr.Character; if Char:FindFirstChild("Head") and CChar and CChar:FindFirstChild("Head") then local MiddleAim = (Vector3.new(wap.Position.X,Char.Head.Position.Y,wap.Position.Z) + Vector3.new(CChar.Head.Position.X,CChar.Head.Position.Y,CChar.Head.Position.Z))/2; Camera.CFrame = tcamcframe:Lerp(CFrame.new(Camera.CFrame.p, MiddleAim), i); end end else -- else aim at waypoint local mixedaim = (Camera.CFrame.p.Y + Char.Head.Position.Y)/2; Camera.CFrame = tcamcframe:Lerp(CFrame.new(Camera.CFrame.p, Vector3.new(wap.Position.X,mixedaim,wap.Position.Z)), i); end end task.wait(0) end end) -- Auto Knife out (for faster running and realism) task.spawn(function() local primary = ClosestPlr.Character.PrimaryPart.Position; local studs = Plr:DistanceFromCharacter(primary) if primary and studs then local arms = Camera:FindFirstChild("Arms"); if arms then arms = arms:FindFirstChild("Real"); if math.floor(studs + 0.5) > KnifeOutDis and not IsVisible(primary, {Camera,Char,ClosestPlr.Character,RayIgnore,MapIgnore}) then if arms.Value ~= "Knife" and CurrentEquipped == "Gun" then VIM:SendKeyEvent(true, Enum.KeyCode.Q, false, game); CurrentEquipped = "Knife"; end elseif arms.Value == "Knife" and CurrentEquipped ~= "Gun" then VIM:SendKeyEvent(true, Enum.KeyCode.Q, false, game); CurrentEquipped = "Gun"; end end end end) -- Move to Waypoint if Humanoid then Humanoid:MoveTo(wap.Position); Humanoid.MoveToFinished:Wait(); -- Wait for us to get to Waypoint end end else -- Can't find path, move to a random spawn. warn("[AimmyAI] - Unable to calculate path!"); end end end end -- Walk to the Plr local function WalkToPlr() -- Get Closest Plr ClosestPlr = getClosestPlr(); -- Walk to Plr if ClosestPlr and ClosestPlr.Character and ClosestPlr.Character:FindFirstChild("HumanoidRootPart") then if Humanoid.WalkSpeed > 0 and Char:FindFirstChild("Spawned") and ClosestPlr.Character:FindFirstChild("Spawned") then --Create ESP local studs = Plr:DistanceFromCharacter(ClosestPlr.Character.PrimaryPart.Position) SESP_Create(ClosestPlr.Character.Head, ClosestPlr.Name, "TempTrack", Color3.new(1, 0, 0), math.floor(studs + 0.5)); -- Auto Reload (if next plr is far enough and out of site) if math.floor(studs + 0.5) > ReloadDis and not IsVisible(ClosestPlr.Character.HumanoidRootPart.Position, {Camera,Char,ClosestPlr.Character,RayIgnore,MapIgnore}) then VIM:SendKeyEvent(true, Enum.KeyCode.R, false, game) end -- AI Walk to Plr WalkToObject(ClosestPlr.Character.HumanoidRootPart); end else --RandomWalk(); end end -- Loop Pathfind task.spawn(function() while task.wait() do if (ClosestPlr == nil or ClosestPlr ~= getClosestPlr()) then SESP_Clear("TempTrack"); WalkToPlr(); end end end) -- Loop Aimlock task.spawn(function() while task.wait() do if ClosestPlr ~= nil and Camera then if Char:FindFirstChild("Spawned") and Humanoid.WalkSpeed > 0 then Aimlock(); end end end end) -- Detect Stuck Bot local stuckamt = 0; Humanoid.Running:Connect(function(speed) if speed < 3 and Char:FindFirstChild("Spawned") and Humanoid.WalkSpeed > 0 then stuckamt = stuckamt + 1; if stuckamt == 4 then -- Double jump Humanoid:ChangeState(Enum.HumanoidStateType.Jumping) Humanoid:ChangeState(Enum.HumanoidStateType.Jumping) elseif stuckamt >= 10 then stuckamt = 0; -- Clear and redo path SESP_Clear("TempTrack"); WalkToPlr(); end end end)