Run it
Copy the script and paste it into your executor.
Players = :()
RunService = :()
UserInputService = :()
Camera = .CurrentCamera
LocalPlayer = Players.LocalPlayer
frameTick =
TEAMS = {
[] = ,
[] = ,
}
TEAM_COLORS = {
[] = .(, , ),
[] = .(, , ),
}
Boxes = {}
MAX_DISTANCE =
.Sens =
.AIMBOT_SMOOTHNESS =
.aimbotActive =
.FOV_RADIUS =
.AIM_MODE =
.DRAW_FOV =
.TARGET_SWITCH_DELAY =
lastTarget =
lastTargetLostTime =
localTeamName = TEAMS[(LocalPlayer.TeamColor)]
fovCircle = .()
fovCircle.Radius = .FOV_RADIUS
fovCircle.Color = .(, , )
fovCircle.Thickness =
fovCircle.Filled =
fovCircle.Visible =
fovCircle.NumSides =
UserInputService.InputBegan:((input)
input.UserInputType == .UserInputType.MouseButton1
.aimbotActive =
()
)
UserInputService.InputEnded:((input)
input.UserInputType == .UserInputType.MouseButton1
.aimbotActive =
()
)
(model)
data = Boxes[model]
data
(() data.sq:() )
(() data.label:() )
Boxes[model] =
LocalPlayer:():(()
localTeamName = TEAMS[(LocalPlayer.TeamColor)]
_, data (Boxes)
enemyTeam = TEAMS[(data.player data.player.TeamColor)]
data.isEnemy = enemyTeam ~= localTeamName
color = TEAM_COLORS[enemyTeam] .(, , )
data.sq.Color = color
data.label.Color = color
data.isEnemy
data.sq.Visible =
data.label.Visible =
)
(model, rootPart)
rootPart (rootPart.Position - Camera.CFrame.Position).Magnitude > MAX_DISTANCE
minX, minY = .huge, .huge
maxX, maxY = -.huge, -.huge
onScreen =
_, part (model:())
part:()
s = part.Size *
cf = part.CFrame
_, offset ({
.( s.X, s.Y, s.Z), .(-s.X, s.Y, s.Z),
.( s.X, -s.Y, s.Z), .(-s.X, -s.Y, s.Z),
.( s.X, s.Y, -s.Z), .(-s.X, s.Y, -s.Z),
.( s.X, -s.Y, -s.Z), .(-s.X, -s.Y, -s.Z),
})
screen, visible = Camera:(cf:(offset))
visible
onScreen =
minX = .(minX, screen.X)
minY = .(minY, screen.Y)
maxX = .(maxX, screen.X)
maxY = .(maxY, screen.Y)
onScreen { minX, minY, maxX - minX, maxY - minY }
(model)
model:() Boxes[model]
tag = model:(, )
tag tag:()
name = tag.Text:()
name == LocalPlayer.Name
player = Players:(name)
enemyTeam = TEAMS[(player player.TeamColor)]
isEnemy = enemyTeam ~= localTeamName
color = TEAM_COLORS[enemyTeam] .(, , )
sq = .()
sq.Filled =
sq.Thickness =
sq.Color = color
sq.Visible =
label = .()
label.Text = name
label.Size =
label.Font = .Fonts.UI
label.Color = color
label.Center =
label.Outline =
label.OutlineColor = .(, , )
label.Visible =
data = {
sq = sq,
label = label,
root = model:() model:(),
name = name,
player = player,
isEnemy = isEnemy,
}
Boxes[model] = data
player
player:():(()
newTeam = TEAMS[(player.TeamColor)]
data.isEnemy = newTeam ~= localTeamName
newColor = TEAM_COLORS[newTeam] .(, , )
data.sq.Color = newColor
data.label.Color = newColor
data.isEnemy
data.sq.Visible =
data.label.Visible =
)
(model)
highestPart =
highestY = -.huge
_, v (model:())
v:() v.Position.Y > highestY
highestY = v.Position.Y
highestPart = v
highestPart highestPart.Position
()
closest =
closestDist = .huge
camPos = Camera.CFrame.Position
center = Camera.ViewportSize /
model, data (Boxes)
data.isEnemy model.Parent
pos = (model)
pos
screenPos, visible = Camera:(pos)
visible
.AIM_MODE ==
screenDist = (.(screenPos.X, screenPos.Y) - center).Magnitude
screenDist < .FOV_RADIUS screenDist < closestDist
closestDist = screenDist
closest = model
dist = (pos - camPos).Magnitude
dist < closestDist dist <= MAX_DISTANCE
closestDist = dist
closest = model
closest
_, v (.Players:())
(v)
.Players.DescendantAdded:(trackModel)
.Players.DescendantRemoving:(untrack)
Players.PlayerAdded:((player)
player.Name == LocalPlayer.Name
player:():(()
newTeam = TEAMS[(player.TeamColor)]
newColor = TEAM_COLORS[newTeam] .(, , )
_, data (Boxes)
data.name == player.Name
data.isEnemy = newTeam ~= localTeamName
data.player = player
data.sq.Color = newColor
data.label.Color = newColor
data.isEnemy
data.sq.Visible =
data.label.Visible =
)
)
Players.PlayerRemoving:((player)
toRemove = {}
model, data (Boxes)
data.name == player.Name
toRemove[#toRemove + ] = model
_, model (toRemove)
(model)
)
RunService.Heartbeat:(()
frameTick +=
center = Camera.ViewportSize /
fovCircle.Position = center
fovCircle.Radius = .FOV_RADIUS
fovCircle.Visible = .DRAW_FOV
.aimbotActive
target = ()
target ~= lastTarget
lastTarget ~=
lastTargetLostTime ==
lastTargetLostTime = ()
(() - lastTargetLostTime) < .TARGET_SWITCH_DELAY
target =
lastTarget = target
lastTargetLostTime =
lastTarget = target
lastTargetLostTime =
lastTargetLostTime =
target
pos = (target)
pos
screenPos, visible = Camera:(pos)
visible
targetPos = .(screenPos.X, screenPos.Y)
delta = (targetPos - center) * (.Sens * .AIMBOT_SMOOTHNESS)
(delta.X, delta.Y)
frameTick % ~=
stale = {}
model, data (Boxes)
model.Parent
stale[#stale + ] = model
data.isEnemy
bounds = (model, data.root)
bounds
data.sq.Position = .(bounds[], bounds[])
data.sq.Size = .(bounds[], bounds[])
data.label.Position = .(bounds[] + bounds[] / , bounds[] - )
data.sq.Visible =
data.label.Visible =
data.sq.Visible =
data.label.Visible =
_, model (stale)
(model)
)
()Aimbot (Mouse1) Box ESP & Name This was vibe coded and built for Potassium Executor. I do not know if drawing will work on other executors. This is more of a POC. Ok bye