Run it
Copy the script and paste it into your executor.
Players = :()
RunService = :()
UserInputService = :()
ReplicatedStorage = :()
LocalPlayer = Players.LocalPlayer
Camera = .CurrentCamera
:():(()
Camera = .CurrentCamera
)
Settings = {
SilentAimEnabled = ,
HeadChance = ,
HitChance = ,
FOVRadius = ,
}
NonHeadParts = {, , , , , , }
FOVCircle = .()
FOVCircle.Visible =
FOVCircle.Thickness =
FOVCircle.Radius = Settings.FOVRadius
FOVCircle.Transparency =
FOVCircle.Color = .(, , )
FOVCircle.Filled =
TargetDot = .()
TargetDot.Visible =
TargetDot.Thickness =
TargetDot.Radius =
TargetDot.Color = .(, , )
TargetDot.Filled =
TargetDot.Transparency =
EntityService = (ReplicatedStorage.Remote.EntityService)
CameraController = (ReplicatedStorage.Client.CameraController)
ClientShootableComponent = (ReplicatedStorage.Client.CombatController.ClientComponent.ClientShootableComponent)
(Entity)
Inst = Entity.Instance
Inst
Inst:()
Inst.Character
Inst:()
Inst
(EntityModel)
HRP = EntityModel:()
HRP HRP:()
HRP.Position
Head = EntityModel:()
Head Head:()
Head.Position
Collider = EntityModel:()
Collider
_, Part Collider:()
Part:()
Part.Position
Humanoid = EntityModel:()
Humanoid Humanoid.RootPart
Humanoid.RootPart.Position
(EntityModel, WantHead)
WantHead
Head = EntityModel:()
Head
Head = EntityModel:(, )
Head Head:()
Head,
Collider = EntityModel:()
Collider
Parts = {}
_, Part Collider:()
Part:()
.(Parts, Part)
#Parts >
Parts[.(, #Parts)],
Shuffled = .(NonHeadParts)
I = #Shuffled, , -
J = .(, I)
Shuffled[I], Shuffled[J] = Shuffled[J], Shuffled[I]
_, PartName Shuffled
Part = EntityModel:(PartName)
Part
Part = EntityModel:(PartName, )
Part Part:()
Part,
HRP = EntityModel:()
HRP HRP:()
HRP,
,
(WorldPosition)
Camera
, .huge
ScreenPos, OnScreen = Camera:(WorldPosition)
OnScreen
, .huge
MousePos = UserInputService:()
Distance = (.(ScreenPos.X, ScreenPos.Y) - MousePos).Magnitude
Distance <= Settings.FOVRadius, Distance
()
Enemies = {}
LocalEntity = EntityService.()
LocalEntity LocalEntity.World
Enemies
WorldEntities = LocalEntity.World.EntitiesByTeam
WorldEntities
Enemies
_, TeamDict (WorldEntities)
Items = TeamDict._items TeamDict
_, Entity (Items)
EntityService.(Entity) Entity:()
Character = (Entity)
Character
Humanoid = Character:()
Humanoid Humanoid.Health >
.(Enemies, Character)
Enemies
()
Enemies = ()
ClosestModel =
ClosestDistance = .huge
_, Model Enemies
Position = (Model)
Position
InFOV, Distance = (Position)
InFOV Distance < ClosestDistance
ClosestModel = Model
ClosestDistance = Distance
ClosestModel
SilentTarget =
RunService.RenderStepped:(()
FOVCircle.Position = UserInputService:()
FOVCircle.Radius = Settings.FOVRadius
FOVCircle.Visible = Settings.SilentAimEnabled
Settings.SilentAimEnabled
TargetModel = ()
TargetModel
Position = (TargetModel)
Position
ScreenPos, OnScreen = Camera:(Position)
OnScreen
TargetDot.Position = .(ScreenPos.X, ScreenPos.Y)
TargetDot.Visible =
TargetDot.Visible =
TargetDot.Visible =
TargetDot.Visible =
TargetDot.Visible =
)
OldGetCombatOrigin
OldGetCombatOrigin = (CameraController.GetCombatOrigin, (()
OrigCFrame, DetectAt = ()
SilentTarget
NewCFrame = .(OrigCFrame.Position, SilentTarget.Position)
NewCFrame, DetectAt
OrigCFrame, DetectAt
))
OldGetTargeting
OldGetTargeting = (CameraController.GetTargeting, (()
SilentTarget
SilentTarget.Position, SilentTarget.Part
()
))
OldLocalShoot
OldLocalShoot = (ClientShootableComponent.LocalShoot, ((Self, ...)
Settings.SilentAimEnabled .(, ) <= Settings.HitChance
TargetModel = ()
TargetModel
WantHead = .(, ) <= Settings.HeadChance
TargetPart, IsHead = (TargetModel, WantHead)
TargetPart
SilentTarget = {
Part = TargetPart,
Position = TargetPart.Position,
IsHead = IsHead,
}
Result = (Self, ...)
SilentTarget =
Result
))open source Silent Aim for Sniper Arena Note: This script property can be used and contributed to any community you choose.

[馃巸Battlepass] Sniper Arena