Run it
Copy the script and paste it into your executor.
().toggled =
().old = ().old
(:().Module.RayCast).RayIgnoreNonCollideWithIgnoreList
fovCircle = .()
fovCircle.Visible =
fovCircle.Radius =
fovCircle.Color = .(, , )
fovCircle.Thickness =
fovCircle.Position = .(:().CurrentCamera.ViewportSize.X / , :().CurrentCamera.ViewportSize.Y / )
snapline = .()
snapline.Visible =
snapline.Color = .(, , )
snapline.Thickness =
camera = :().CurrentCamera
player = :().LocalPlayer
(targetPos)
playerPos = player.Character player.Character.HumanoidRootPart.Position
playerPos
directionToTarget = (targetPos - playerPos).Unit
forwardVector = player.Character.HumanoidRootPart.CFrame.LookVector
dotProduct = directionToTarget:(forwardVector)
fovAngle = .( / )
distance = (targetPos - playerPos).Magnitude
screenPos, onScreen = camera:(targetPos)
screenDistance = (.(screenPos.X, screenPos.Y) - fovCircle.Position).Magnitude
dotProduct > .(fovAngle) screenDistance <= fovCircle.Radius onScreen
(target)
target target.Character target.Character:()
rootPos = target.Character.HumanoidRootPart.Position
screenPos, onScreen = camera:(rootPos)
onScreen
snapline.Visible =
snapline.From = .(camera.ViewportSize.X / , camera.ViewportSize.Y / )
snapline.To = .(screenPos.X, screenPos.Y)
snapline.Visible =
snapline.Visible =
().toggled
(:().Module.RayCast).RayIgnoreNonCollideWithIgnoreList =
(...)
nearestDistance, nearestEnemy = fovCircle.Radius,
i, v (:():())
v ~= player
v.Team ~= player.Team
v.Character
v.Character:()
v.Character:()
v.Character.Humanoid.Health >
(v.Character.HumanoidRootPart.Position)
screenPos = camera:(v.Character.HumanoidRootPart.Position)
screenDistance = (.(screenPos.X, screenPos.Y) - fovCircle.Position).Magnitude
screenDistance < nearestDistance
nearestDistance, nearestEnemy = screenDistance, v
(nearestEnemy)
arg = { (...) }
(
(().script) ==
(().script) ==
) nearestEnemy
arg[] = nearestEnemy.Character.HumanoidRootPart
arg[] = nearestEnemy.Character.HumanoidRootPart.Position
(arg)
:().RenderStepped:(()
toggled
nearestEnemy =
nearestDistance = fovCircle.Radius
i, v (:():())
v ~= player
v.Team ~= player.Team
v.Character
v.Character:()
v.Character:()
v.Character.Humanoid.Health >
(v.Character.HumanoidRootPart.Position)
screenPos = camera:(v.Character.HumanoidRootPart.Position)
screenDistance = (.(screenPos.X, screenPos.Y) - fovCircle.Position).Magnitude
screenDistance < nearestDistance
nearestDistance, nearestEnemy = screenDistance, v
(nearestEnemy)
fovCircle.Visible =
snapline.Visible =
fovCircle.Visible =
)
(:().Module.RayCast).RayIgnoreNonCollideWithIgnoreList = ().old
snapline.Visible =
snapline:()
fovCircle.Visible =
fovCircle:()
Shoot through walls at like 500 studs Silent aim never miss a shot.

Universal