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Universal Aim Assist - Esp - Trigger Bot & More!

This document contains Lua code for a Roblox aimbot script. It defines variables that control the aimbot settings like priority target body part, reaction delay, ESP settings, and triggerbot settings. It also includes functions for drawing dots on the player's screen, checking if a point matches the aimbot frame, and checking if a character is shootable. The main loop runs each frame to track targets, apply ESP, trigger the triggerbot, and smoothly aim the camera at the target if conditions are met.

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Cherry Master
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0% found this document useful (0 votes)
311 views

Universal Aim Assist - Esp - Trigger Bot & More!

This document contains Lua code for a Roblox aimbot script. It defines variables that control the aimbot settings like priority target body part, reaction delay, ESP settings, and triggerbot settings. It also includes functions for drawing dots on the player's screen, checking if a point matches the aimbot frame, and checking if a character is shootable. The main loop runs each frame to track targets, apply ESP, trigger the triggerbot, and smoothly aim the camera at the target if conditions are met.

Uploaded by

Cherry Master
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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-- Make sure to edit the values below in a seperated script

_G.priorityPart = "Head"
_G.reactionDelay = 0 -- the lower the faster
_G.sameTeam = true
_G.toggleKey = "X" -- bind it to a familiar key, you will be using this alot
_G.esp = true -- For esp
_G.espColour = Color3.new(0,255,0)
_G.throughwalls = false -- track through walls
--
_G.triggerbot = true
_G.triggerBotDelay = 0
-- edit values below to change tracking area's size
_G.offsetSizeX = 0
_G.offsetSizeY = 0
_G.scaleSizeX = 0.1
_G.scaleSizeY = 0.1
--edit values below to change tracking area's position
_G.offsetPosX = 0
_G.offsetPosY = 0
_G.scalePosX = 0.5
_G.scalePosY = 0.5

_G.trackingColour = Color3.new(0,255,0)
_G.trackingThickness = 1
---------------

local camera = game.Workspace.CurrentCamera


local lp = game.Players.LocalPlayer
local rs = game:GetService("RunService")
local uis = game:GetService("UserInputService")
local raycastParams = RaycastParams.new()

raycastParams.FilterType = Enum.RaycastFilterType.Blacklist

function drawDot(frame, lifetime, x, y, colour)


local screengui = Instance.new("ScreenGui")
local frame = Instance.new("Frame")
frame.Position = UDim2.new(0,x,0,y)
frame.Size = UDim2.new(0,10,0,10)
frame.Parent = screengui
frame.BackgroundColor3 = colour
screengui.Parent = lp.PlayerGui
task.wait(lifetime)
screengui:Destroy()
end

function PointMatch(frame, x, y)
local pos = frame.AbsolutePosition
local size = frame.AbsoluteSize
if (y > pos.Y and y < pos.Y+size.Y) and (x > pos.X and x < pos.X+size.X) then
return true
end
return false
end

local ScreenGui = Instance.new("ScreenGui")


local Frame = Instance.new("Frame")
local ScreenGui2 = Instance.new("ScreenGui")
local Frame2 = Instance.new("Frame")

local UIStroke = Instance.new("UIStroke")


local TextLabel = Instance.new("TextLabel")

ScreenGui.Parent = game.Players.LocalPlayer:WaitForChild("PlayerGui")
ScreenGui.ResetOnSpawn = false
ScreenGui.ZIndexBehavior = Enum.ZIndexBehavior.Sibling

ScreenGui2.Parent = game.Players.LocalPlayer:WaitForChild("PlayerGui")
ScreenGui2.ResetOnSpawn = false
ScreenGui2.ZIndexBehavior = Enum.ZIndexBehavior.Sibling

Frame.Parent = ScreenGui
Frame.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
Frame.BackgroundTransparency = 1.000
Frame.Size = UDim2.new(_G.scaleSizeX, _G.offsetSizeX, _G.scaleSizeY,
_G.offsetSizeY)
Frame.Position = UDim2.new(0.5,0,0.5,0)
Frame.AnchorPoint = Vector2.new(0.5,0.5)

Frame2.Parent = ScreenGui2
Frame2.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
Frame2.BackgroundTransparency = 1.000
Frame2.Size = UDim2.new(1, 0, 1, 0)

TextLabel.Parent = Frame
TextLabel.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
TextLabel.BackgroundTransparency = 1.000
TextLabel.Size = UDim2.new(1, 0, 1, 0)
TextLabel.Font = Enum.Font.SourceSans
TextLabel.TextColor3 = Color3.fromRGB(0, 0, 0)
TextLabel.TextSize = 14.000
TextLabel.TextTransparency = 1.000

UIStroke.Color = _G.trackingColour
UIStroke.Thickness = _G.trackingThickness
UIStroke.Parent = Frame
local val = 0.03333
local isOn = false

uis.InputBegan:Connect(function(input, gameproc)
if input.KeyCode == Enum.KeyCode[_G.toggleKey] and not gameproc then
isOn = not isOn
TextLabel.TextTransparency = 0
TextLabel.Text = tostring(isOn)
task.wait(3)
TextLabel.TextTransparency = 1
end
end)

function characterShootable(model)
raycastParams.FilterDescendantsInstances = {lp.Character}
local ray = workspace:Raycast(camera.CFrame.Position,
(model[_G.priorityPart].Position-camera.CFrame.Position), raycastParams)
return model == ray.Instance:FindFirstAncestorWhichIsA("Model")
end
rs.RenderStepped:Connect(function(t)
if (Frame.Size.X.Offset ~= _G.offsetSizeX or Frame.Size.Y.Offset ~=
_G.offsetSizeY) or (Frame.Size.X.Scale ~= _G.scaleSizeX or Frame.Size.Y.Scale ~=
_G.scaleSizeY) then
Frame.Size = UDim2.new(_G.scaleSizeX, _G.offsetSizeX, _G.scaleSizeY,
_G.offsetSizeY)
end
if (Frame.Position.X.Offset ~= _G.offsetPosX or Frame.Position.Y.Offset ~=
_G.offsetPosY) or (Frame.Position.X.Scale ~= _G.scalePosX or Frame.Position.Y.Scale
~= _G.scalePosY) then
Frame.Position = UDim2.new(_G.scalePosX, _G.offsetPosX, _G.scalePosY,
_G.offsetPosY)
end
if (UIStroke.Color ~= _G.trackingColour or UIStroke.Thickness ~=
_G.trackingThickness) then
UIStroke.Color = _G.trackingColour
UIStroke.Thickness = _G.trackingThickness
end
for _, p in ipairs(game.Players:GetChildren()) do
if p ~= lp and ((_G.sameTeam and p.Team == lp.Team) or (not _G.sameTeam and
p.Team ~= lp.Team)) then
local model = p.Character
if model and model:FindFirstChild("Humanoid") and not
model:FindFirstChild("ForceField") and model.Humanoid.Health > 0 then
local vector, onscreen =
camera:WorldToScreenPoint(model[_G.priorityPart].Position)
if isOn and onscreen and PointMatch(Frame, vector.X, vector.Y) then
if _G.throughwalls or characterShootable(model) then
if _G.esp then
drawDot(Frame, t, vector.X, vector.Y,
Color3.new(255,0,0))
end
if _G.triggerbot then
task.wait(_G.triggerBotDelay)
mouse1click()
end
for i = 0.0, 0.9, 0.1 do
if not isOn then

break
end

local larp =
camera.CFrame:Lerp(CFrame.lookAt(camera.CFrame.Position,
model[_G.priorityPart].Position), i)
camera.CFrame = larp
local quickvec =
camera:WorldToScreenPoint(model[_G.priorityPart].Position)
if not PointMatch(Frame, quickvec.X, quickvec.Y) or not
characterShootable(model) then
break
end
task.wait(val+(_G.reactionDelay < 0 and 0 or
_G.reactionDelay))
end

end
elseif onscreen and PointMatch(Frame2, vector.X, vector.Y) and
_G.esp then
drawDot(Frame2, t, vector.X, vector.Y, _G.espColour)
end
end
end

end
end)

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