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Copy the script and paste it into your executor.
feUI = (:())()
Services = {
Players = :(),
RunService = :(),
ReplicatedStorage = :(),
Workspace = :(),
Teams = :(),
UserInputService = :()
}
LocalPlayer = Services.Players.LocalPlayer
Mouse = LocalPlayer:()
Remotes = {
GunRemotes = Services.ReplicatedStorage:(),
MeleeEvent = Services.ReplicatedStorage:(),
ItemHandler = Services.Workspace:():(),
TeamEvent = Services.Workspace:():(),
ArrestRemote = Services.ReplicatedStorage:():()
}
Remotes.ShootEvent = Remotes.GunRemotes:()
Remotes.ReloadFunc = Remotes.GunRemotes:()
GunState = {
currentGun = ,
gunStats = ,
isReloading = ,
shotPlayers = {},
currentGunIndex = ,
availableGunsCache = {}
}
CombatState = {
autoShootEnabled = ,
autoShootConnection = ,
targetedPlayer = ,
killAuraEnabled = ,
killAuraConnection = ,
killAllActive = ,
loopKillAllActive = ,
rapidFireEnabled = ,
gunCycleEnabled = ,
silentAimEnabled = ,
silentAimFOV = ,
fovCircle = ,
clickKillEnabled = ,
clickArrestEnabled = ,
spinbotEnabled = ,
spinbotConnection = ,
spinbotSpeed = ,
killAllRenderConnection =
}
ArrestState = {
arrestAllActive = ,
loopArrestAllActive = ,
loopArrestTarget = ,
loopArrestActive = ,
loopArrestConnection = ,
arrestAllRenderConnection = ,
arrestAuraEnabled = ,
arrestAuraConnection =
}
CharacterState = {
noclipEnabled = ,
noclipConnection = ,
walkspeedEnabled = ,
walkspeedConnection = ,
godmodeEnabled = ,
godmodeConnection = ,
respawnConnection = ,
deathPosition = ,
TPWalk = ,
TPWalkConnection = ,
TPWalkSpeed = ,
sitbotEnabled = ,
sitbotConnection = ,
ultraInstinctEnabled = ,
ultraInstinctConnection = ,
lastUIPosition =
}
VisualState = {
espEnabled = ,
tracersEnabled = ,
espObjects = {},
tracerObjects = {},
boxESPEnabled = ,
boxESPObjects = {},
healthBarsEnabled = ,
distanceEnabled = ,
skeletonESPEnabled = ,
chamsEnabled =
}
TargetingState = {
ignoredPlayers = {},
ignoredTeams = {},
targetSpecificPlayer = ,
targetSpecificTeams = {},
loopKillTarget = ,
loopKillActive = ,
loopKillConnection =
}
AnimationState = {
crouchLoopEnabled = ,
tazeLoopEnabled = ,
currentLoopAnims = {},
loopAnimConnections = {}
}
raycastParams = RaycastParams.()
raycastParams.CollisionGroup =
raycastParams.FilterType = .RaycastFilterType.Exclude
gunLocations = {
[] = .(, , ),
[] = .(, , ),
[] = .(-, , ),
[] = .(, , )
}
quickTeleports = {
[] = .(, , ),
[] = .(, , ),
[] = .(, , ),
[] = .(, , ),
[] = .(, , ),
[] = .(, , ),
[] = .(, , ),
[] = .(, , ),
[] = .(, , ),
[] = .(, , ),
[] = .(, , ),
[] = .(, , ),
[] = .(, , ),
[] = .(, , ),
[] = .(, , ),
[] = .(, , ),
[] = .(, , ),
[] = .(-, , ),
[] = .(-, , ),
[] = .(-, , ),
[] = .(-, , ),
[] = .(-, , ),
[] = .(, , ),
[] = .(-, , ),
[] = .(-, , ),
[] = .(-, , ),
[] = .(-, , )
}
criminalTeleportPos = .(-, , )
Window = feUI:({
Title = ,
Subtitle = ,
Size = .(, , , ),
Style = ,
Theme = ,
AutoSave =
})
TargetingTab = Window:()
CombatTab = Window:()
MeleeTab = Window:()
ArrestTab = Window:()
CharacterTab = Window:()
VisualTab = Window:()
TeleportTab = Window:()
TeamTab = Window:()
GunTab = Window:()
(Team, Position)
(Position):() ==
Position = .(Position)
LastPosition = LocalPlayer.Character LocalPlayer.Character:() LocalPlayer.Character.HumanoidRootPart.CFrame .(, , )
Team
Team = LocalPlayer.Team
done =
CharacterState.respawnConnection
CharacterState.respawnConnection:()
CharacterState.respawnConnection = LocalPlayer.CharacterAdded:((char)
done
done =
.(()
Services.Workspace.CurrentCamera.CameraType = .CameraType.Scriptable
()
Services.Workspace.CurrentCamera.CameraType = .CameraType.Custom
Services.Workspace.CurrentCamera.CameraSubject = char:()
)
.(()
ff = char:(, )
ff
ff:()
)
hrp = char:()
i = ,
hrp.CFrame = LastPosition
Services.RunService.Stepped:()
CharacterState.respawnConnection
CharacterState.respawnConnection:()
CharacterState.respawnConnection =
)
Team ~= Services.Teams.Criminals
Remotes.TeamEvent:(Team.TeamColor.Name)
Services.RunService.Stepped:()
(LocalPlayer.Character:(), Services.Workspace[]:()[], )
(LocalPlayer.Character:(), Services.Workspace[]:()[], )
Services.Workspace[]:()[].Transparency =
Services.Workspace[]:()[].CanCollide =
Services.Workspace[]:()[].CFrame = LastPosition
LocalPlayer.Team == Services.Teams.Criminals
Services.Workspace[]:()[].CFrame = .(, , )
()
CharacterState.godmodeEnabled
CharacterState.godmodeConnection
CharacterState.godmodeConnection:()
character = LocalPlayer.Character
character
humanoid = character:()
humanoid
humanoid.BreakJointsOnDeath =
CharacterState.godmodeConnection = humanoid.HealthChanged:((health)
CharacterState.godmodeEnabled health <=
currentPos = character:() character.HumanoidRootPart.CFrame
(LocalPlayer.Team, currentPos)
)
CharacterState.godmodeConnection
CharacterState.godmodeConnection:()
CharacterState.godmodeConnection =
character = LocalPlayer.Character
character
humanoid = character:()
humanoid
humanoid.BreakJointsOnDeath =
(origin, target, spread, range)
distance = (origin - target).Magnitude / spread
offsetX = .(-distance, distance) /
offsetY = .(-distance, distance) /
offsetZ = .(-distance, distance) /
direction = (target + .(offsetX, offsetY, offsetZ) - origin).Unit * range
result = :(origin, direction, raycastParams)
hitPart = result result.Instance
hitPos = result result.Position origin + direction
hitPart, hitPos
()
GunState.currentGun
character = LocalPlayer.Character
character
head = character:()
head
head.Position
()
character = LocalPlayer.Character
character
hrp = character:()
hrp
hrp.Position
(player)
player player.Character
humanoid = player.Character:()
humanoid
humanoid.Health >
(player)
TargetingState.ignoredPlayers[player.Name]
player.Team TargetingState.ignoredTeams[player.Team.Name]
(player)
#TargetingState.targetSpecificTeams >
player.Team
_, teamName (TargetingState.targetSpecificTeams)
player.Team.Name == teamName
(player)
Window:()
GunState.currentGun GunState.currentGun.Name ==
GunState.shotPlayers[player.UserId] ==
(player)
GunState.currentGun GunState.currentGun.Name ==
GunState.shotPlayers[player.UserId] =
()
mouseTarget = Mouse.Target
mouseTarget
model = mouseTarget:()
model
player = Services.Players:(model)
player
()
playerList = {}
_, player (Services.Players:())
player ~= LocalPlayer
.(playerList, player.Name)
.(playerList)
playerList
()
teamList = {}
_, team (Services.Teams:())
.(teamList, team.Name)
.(teamList)
teamList
()
TargetingState.targetSpecificPlayer (TargetingState.targetSpecificPlayer) (TargetingState.targetSpecificPlayer)
TargetingState.targetSpecificPlayer
range = Window:()
teamCheck = Window:()
visibilityCheck = Window:()
origin = ()
origin
closestPlayer =
closestDistance = range
_, player (Services.Players:())
player ~= LocalPlayer
(player)
(player)
teamCheck player.Team == LocalPlayer.Team
(player)
(player)
character = player.Character
character
humanoid = character:()
head = character:()
humanoid head humanoid.Health >
distance = (head.Position - origin).Magnitude
distance <= range distance < closestDistance
visibilityCheck
direction = (head.Position - origin).Unit * distance
rayResult = :(origin, direction, raycastParams)
rayResult rayResult.Instance
hitCharacter = rayResult.Instance:()
hitCharacter ~= character
closestPlayer = player
closestDistance = distance
closestPlayer
()
CombatState.fovCircle
CombatState.fovCircle:()
CombatState.fovCircle = .()
CombatState.fovCircle.Thickness =
CombatState.fovCircle.NumSides =
CombatState.fovCircle.Radius = CombatState.silentAimFOV
CombatState.fovCircle.Filled =
CombatState.fovCircle.Visible = Window:()
CombatState.fovCircle.ZIndex =
CombatState.fovCircle.Transparency =
CombatState.fovCircle.Color = Window:() .(, , )
()
CombatState.fovCircle Window:()
camera = .CurrentCamera
viewportSize = camera.ViewportSize
CombatState.fovCircle.Position = .(viewportSize.X / , viewportSize.Y / )
CombatState.fovCircle.Radius = Window:()
CombatState.fovCircle.Visible =
CombatState.fovCircle.Color = Window:() .(, , )
CombatState.fovCircle
CombatState.fovCircle.Visible =
()
camera = .CurrentCamera
viewportSize = camera.ViewportSize
screenCenter = .(viewportSize.X / , viewportSize.Y / )
closestPlayer =
closestDistance = Window:()
_, player (Services.Players:())
player ~= LocalPlayer (player)
(player)
Window:() player.Team == LocalPlayer.Team
(player)
character = player.Character
character
head = character:()
head
screenPos, onScreen = camera:(head.Position)
onScreen
distance = (.(screenPos.X, screenPos.Y) - screenCenter).Magnitude
distance <= closestDistance
closestPlayer = player
closestDistance = distance
closestPlayer
()
GunState.currentGun
GunState.currentGun:() <=
()
GunState.currentGun
GunState.currentGun:() >
()
GunState.currentGun GunState.isReloading ()
GunState.isReloading =
.(()
result = Remotes.ReloadFunc:()
.(GunState.gunStats.ReloadTime )
GunState.isReloading =
)
(targetPos)
GunState.currentGun GunState.gunStats
()
Window:()
()
() GunState.isReloading
origin = ()
origin
projectileCount = GunState.gunStats.ProjectileCount
projectiles = {}
_ = , projectileCount
hitPart, hitPos = (
origin,
targetPos,
GunState.gunStats.Spread ,
GunState.gunStats.Range
)
.(projectiles, {origin, hitPos, hitPart})
Remotes.ShootEvent:(projectiles)
newAmmo = GunState.currentGun:() -
GunState.currentGun:(, newAmmo)
()
CombatState.silentAimEnabled
GunState.currentGun
targetPlayer = ()
targetPlayer
character = targetPlayer.Character
character
head = character:()
head
(head.Position)
()
CombatState.autoShootEnabled
CombatState.targetedPlayer = ()
CombatState.targetedPlayer
(CombatState.targetedPlayer)
CombatState.targetedPlayer =
character = CombatState.targetedPlayer.Character
character
targetPart = character:(Window:() )
targetPart
success = (targetPart.Position)
success
(CombatState.targetedPlayer)
()
character = LocalPlayer.Character
character
_, tool (character:())
tool:() tool:() ==
GunState.currentGun = tool
GunState.gunStats = tool:()
raycastParams.FilterDescendantsInstances = {character}
GunState.currentGun =
GunState.gunStats =
()
character = LocalPlayer.Character
character {}
backpack = LocalPlayer:()
guns = {}
_, tool (backpack:())
tool:() tool:() ==
.(guns, tool)
_, tool (character:())
tool:() tool:() ==
.(guns, tool)
guns
(gun)
gun
character = LocalPlayer.Character
character
humanoid = character:()
humanoid
gun.Parent == LocalPlayer.Backpack
humanoid:(gun)
()
guns = ()
_, gun (guns)
ammo = gun:()
ammo >
gun
()
Window:()
GunState.currentGun GunState.currentGun:() >
newGun = ()
newGun
(newGun)
()
_, obj (VisualState.espObjects)
obj
obj:()
VisualState.espObjects = {}
()
_, obj (VisualState.tracerObjects)
obj
obj:()
VisualState.tracerObjects = {}
(player)
player.Character
hrp = player.Character:()
hrp
existingESP = hrp:()
existingESP
existingESP:()
highlight = .()
highlight.Name =
highlight.Adornee = player.Character
highlight.FillColor = Window:() .(, , )
highlight.OutlineColor = .(, , )
highlight.FillTransparency =
highlight.OutlineTransparency =
highlight.Parent = hrp
.(VisualState.espObjects, highlight)
Window:()
billboardGui = .()
billboardGui.Name =
billboardGui.Adornee = hrp
billboardGui.Size = .(, , , )
billboardGui.StudsOffset = .(, , )
billboardGui.AlwaysOnTop =
billboardGui.MaxDistance =
billboardGui.Parent = hrp
textLabel = .()
textLabel.Size = .(, , , )
textLabel.BackgroundTransparency =
textLabel.Text = player.Name
textLabel.TextColor3 = .(, , )
textLabel.TextStrokeTransparency =
textLabel.TextSize =
textLabel.Font = .Font.GothamBold
textLabel.Parent = billboardGui
.(VisualState.espObjects, billboardGui)
(player)
player.Character
hrp = player.Character:()
hrp
camera = .CurrentCamera
attachment0 = .()
attachment0.Parent = camera
attachment1 = .()
attachment1.Parent = hrp
beam = .()
beam.Name =
beam.Attachment0 = attachment0
beam.Attachment1 = attachment1
beam.Color = ColorSequence.(Window:() .(, , ))
beam.FaceCamera =
beam.Width0 =
beam.Width1 =
beam.Transparency = NumberSequence.()
beam.Parent = attachment0
.(VisualState.tracerObjects, attachment0)
.(VisualState.tracerObjects, attachment1)
.(VisualState.tracerObjects, beam)
()
VisualState.espEnabled
()
()
_, player (Services.Players:())
player ~= LocalPlayer
(player)
Window:() player.Team == LocalPlayer.Team
(player)
(player)
()
VisualState.tracersEnabled
()
()
_, player (Services.Players:())
player ~= LocalPlayer
(player)
Window:() player.Team == LocalPlayer.Team
(player)
(player)
()
CombatState.spinbotEnabled
CombatState.spinbotConnection
CombatState.spinbotConnection:()
CombatState.spinbotConnection = Services.RunService.Heartbeat:(()
CombatState.spinbotEnabled
character = LocalPlayer.Character
character
hrp = character:()
hrp
hrp.CFrame = hrp.CFrame * .(, .(CombatState.spinbotSpeed), )
)
CombatState.spinbotConnection
CombatState.spinbotConnection:()
CombatState.spinbotConnection =
()
CharacterState.noclipEnabled
CharacterState.noclipConnection
CharacterState.noclipConnection:()
CharacterState.noclipConnection = Services.RunService.Stepped:(()
CharacterState.noclipEnabled
character = LocalPlayer.Character
character
_, part (character:())
part:()
part.CanCollide =
)
CharacterState.noclipConnection
CharacterState.noclipConnection:()
CharacterState.noclipConnection =
character = LocalPlayer.Character
character
_, part (character:())
part:()
part.CanCollide =
()
character = LocalPlayer.Character
character
humanoid = character:()
humanoid
CharacterState.walkspeedEnabled
desiredSpeed = Window:()
humanoid.WalkSpeed = desiredSpeed
CharacterState.walkspeedConnection
CharacterState.walkspeedConnection:()
CharacterState.walkspeedConnection = humanoid:():(()
CharacterState.walkspeedEnabled
currentDesired = Window:()
humanoid.WalkSpeed ~= currentDesired
humanoid.WalkSpeed = currentDesired
)
CharacterState.walkspeedConnection
CharacterState.walkspeedConnection:()
CharacterState.walkspeedConnection =
humanoid.WalkSpeed =
()
CharacterState.TPWalk
CharacterState.TPWalkConnection
CharacterState.TPWalkConnection:()
CharacterState.TPWalkConnection = Services.RunService.Stepped:((_, deltaTime)
CharacterState.TPWalk
char = LocalPlayer.Character
humanoid = char char:()
humanoid humanoid.MoveDirection.Magnitude >
moveDirection = humanoid.MoveDirection
translation = moveDirection * CharacterState.TPWalkSpeed * deltaTime *
char:(translation)
)
CharacterState.TPWalkConnection
CharacterState.TPWalkConnection:()
CharacterState.TPWalkConnection =
()
CharacterState.sitbotEnabled
CharacterState.sitbotConnection
CharacterState.sitbotConnection:()
CharacterState.sitbotConnection = Services.RunService.Heartbeat:(()
CharacterState.sitbotEnabled
character = LocalPlayer.Character
character
humanoid = character:()
humanoid humanoid.Sit ==
humanoid.Sit =
)
CharacterState.sitbotConnection
CharacterState.sitbotConnection:()
CharacterState.sitbotConnection =
character = LocalPlayer.Character
character
humanoid = character:()
humanoid
humanoid.Sit =
()
CharacterState.ultraInstinctEnabled
CharacterState.ultraInstinctConnection
CharacterState.ultraInstinctConnection:()
character = LocalPlayer.Character
character
hrp = character:()
hrp
CharacterState.lastUIPosition = hrp.Position
CharacterState.ultraInstinctConnection = Services.RunService.Heartbeat:(()
CharacterState.ultraInstinctEnabled
character = LocalPlayer.Character
character
hrp = character:()
hrp
CharacterState.lastUIPosition
CharacterState.lastUIPosition = hrp.Position
basePosition = CharacterState.lastUIPosition
randomOffset = .(
.(-, ),
,
.(-, )
)
newPosition = basePosition + randomOffset
hrp.CFrame = .(newPosition.X, basePosition.Y, newPosition.Z)
)
CharacterState.ultraInstinctConnection
CharacterState.ultraInstinctConnection:()
CharacterState.ultraInstinctConnection =
CharacterState.lastUIPosition =
()
meleeRange = Window:()
teamCheck = Window:()
myPos = ()
myPos {}
playersInRange = {}
TargetingState.targetSpecificPlayer (TargetingState.targetSpecificPlayer) (TargetingState.targetSpecificPlayer)
character = TargetingState.targetSpecificPlayer.Character
character
hrp = character:()
hrp
distance = (hrp.Position - myPos).Magnitude
distance <= meleeRange
.(playersInRange, TargetingState.targetSpecificPlayer)
playersInRange
_, player (Services.Players:())
player ~= LocalPlayer
(player)
(player)
teamCheck player.Team == LocalPlayer.Team
(player)
character = player.Character
character
hrp = character:()
hrp
distance = (hrp.Position - myPos).Magnitude
distance <= meleeRange
.(playersInRange, player)
playersInRange
(player)
player
Remotes.MeleeEvent:(player)
()
(player)
player
(()
Remotes.ArrestRemote:(player)
)
(player)
player player.Character
humanoid = player.Character:()
humanoid
humanoid.WalkSpeed <= player.Team == Services.Teams.Inmates
()
CombatState.killAuraEnabled
targets = ()
#targets >
_, player (targets)
(player)
(player)
()
arrestRange = Window:()
teamCheck = Window:()
myPos = ()
myPos {}
playersInRange = {}
_, player (Services.Players:())
player ~= LocalPlayer
(player)
(player)
teamCheck player.Team == LocalPlayer.Team
(player)
(player)
character = player.Character
character
hrp = character:()
hrp
distance = (hrp.Position - myPos).Magnitude
distance <= arrestRange
.(playersInRange, player)
playersInRange
()
ArrestState.arrestAuraEnabled
targets = ()
#targets >
_, player (targets)
(player) (player)
(player)
(player)
character = LocalPlayer.Character
character
myHRP = character:()
myHRP
player.Character
targetHRP = player.Character:()
targetHRP
myHRP.CFrame = targetHRP.CFrame * .(, , )
()
alivePlayers = {}
teamCheck = Window:()
_, player (Services.Players:())
player ~= LocalPlayer
(player)
(player)
teamCheck player.Team == LocalPlayer.Team
(player)
.(alivePlayers, player)
alivePlayers
(teamName)
players = {}
_, player (Services.Players:())
player ~= LocalPlayer
player.Team player.Team.Name == teamName
(player) (player)
.(players, player)
players
(player)
player (player)
.(()
()
.()
platform = .()
platform.Size = .(, , )
platform.Anchored =
platform.CanCollide =
platform.Material = .Material.ForceField
platform.Transparency =
platform.Name =
platform.Parent =
player.Character player.Character:()
.CurrentCamera.CameraSubject = player.Character.Humanoid
arrestConnection = Services.RunService.RenderStepped:(()
(player) (player)
myChar = LocalPlayer.Character
myChar
myHRP = myChar:()
myHRP
targetChar = player.Character
targetChar
targetHRP = targetChar:()
targetHRP
underPosition = targetHRP.Position - .(, , )
targetCFrame = .(underPosition) * .(, .(), .())
myHRP.CFrame = targetCFrame
platform.CFrame = .(underPosition - .(, , ))
(player)
)
(player) (player)
.()
arrestConnection
arrestConnection:()
platform platform.Parent
platform:()
LocalPlayer.Character LocalPlayer.Character:()
.CurrentCamera.CameraSubject = LocalPlayer.Character.Humanoid
)
(player)
player
ArrestState.loopArrestTarget = player
ArrestState.loopArrestActive =
.(()
()
.()
platform = .()
platform.Size = .(, , )
platform.Anchored =
platform.CanCollide =
platform.Material = .Material.ForceField
platform.Transparency =
platform.Name =
platform.Parent =
ArrestState.loopArrestActive ArrestState.loopArrestTarget == player
(player)
.()
(player)
.()
ArrestState.loopArrestConnection
ArrestState.loopArrestConnection:()
player.Character player.Character:()
.CurrentCamera.CameraSubject = player.Character.Humanoid
ArrestState.loopArrestConnection = Services.RunService.RenderStepped:(()
(player) (player) ArrestState.loopArrestActive ArrestState.loopArrestTarget ~= player
ArrestState.loopArrestConnection
ArrestState.loopArrestConnection:()
ArrestState.loopArrestConnection =
myChar = LocalPlayer.Character
myChar
myHRP = myChar:()
myHRP
targetChar = player.Character
targetChar
targetHRP = targetChar:()
targetHRP
underPosition = targetHRP.Position - .(, , )
targetCFrame = .(underPosition) * .(, .(), .())
myHRP.CFrame = targetCFrame
platform.CFrame = .(underPosition - .(, , ))
(player)
)
(player) (player) ArrestState.loopArrestActive ArrestState.loopArrestTarget == player
.()
ArrestState.loopArrestConnection
ArrestState.loopArrestConnection:()
ArrestState.loopArrestConnection =
.()
ArrestState.loopArrestConnection
ArrestState.loopArrestConnection:()
ArrestState.loopArrestConnection =
platform platform.Parent
platform:()
LocalPlayer.Character LocalPlayer.Character:()
.CurrentCamera.CameraSubject = LocalPlayer.Character.Humanoid
ArrestState.loopArrestActive =
ArrestState.loopArrestTarget =
)
()
ArrestState.arrestAllActive
ArrestState.arrestAllActive =
.(()
()
.()
targets = ()
platform = .()
platform.Size = .(, , )
platform.Anchored =
platform.CanCollide =
platform.Material = .Material.ForceField
platform.Transparency =
platform.Name =
platform.Parent =
i, player (targets)
ArrestState.arrestAllActive
ArrestState.arrestAllRenderConnection
ArrestState.arrestAllRenderConnection:()
player.Character player.Character:()
.CurrentCamera.CameraSubject = player.Character.Humanoid
ArrestState.arrestAllRenderConnection = Services.RunService.RenderStepped:(()
(player) (player) ArrestState.arrestAllActive
ArrestState.arrestAllRenderConnection
ArrestState.arrestAllRenderConnection:()
ArrestState.arrestAllRenderConnection =
myChar = LocalPlayer.Character
myChar
myHRP = myChar:()
myHRP
targetChar = player.Character
targetChar
targetHRP = targetChar:()
targetHRP
underPosition = targetHRP.Position - .(, , )
targetCFrame = .(underPosition) * .(, .(), .())
myHRP.CFrame = targetCFrame
platform.CFrame = .(underPosition - .(, , ))
(player)
)
(player) (player) ArrestState.arrestAllActive
.()
ArrestState.arrestAllRenderConnection
ArrestState.arrestAllRenderConnection:()
ArrestState.arrestAllRenderConnection =
.()
ArrestState.arrestAllRenderConnection
ArrestState.arrestAllRenderConnection:()
ArrestState.arrestAllRenderConnection =
platform platform.Parent
platform:()
LocalPlayer.Character LocalPlayer.Character:()
.CurrentCamera.CameraSubject = LocalPlayer.Character.Humanoid
ArrestState.arrestAllActive =
)
()
.(()
()
.()
platform = .()
platform.Size = .(, , )
platform.Anchored =
platform.CanCollide =
platform.Material = .Material.ForceField
platform.Transparency =
platform.Name =
platform.Parent =
ArrestState.loopArrestAllActive
targets = ()
unarrestedTargets = {}
_, player (targets)
(player)
.(unarrestedTargets, player)
#unarrestedTargets ==
.()
i, player (unarrestedTargets)
ArrestState.loopArrestAllActive
ArrestState.arrestAllRenderConnection
ArrestState.arrestAllRenderConnection:()
player.Character player.Character:()
.CurrentCamera.CameraSubject = player.Character.Humanoid
ArrestState.arrestAllRenderConnection = Services.RunService.RenderStepped:(()
(player) (player) ArrestState.loopArrestAllActive
ArrestState.arrestAllRenderConnection
ArrestState.arrestAllRenderConnection:()
ArrestState.arrestAllRenderConnection =
myChar = LocalPlayer.Character
myChar
myHRP = myChar:()
myHRP
targetChar = player.Character
targetChar
targetHRP = targetChar:()
targetHRP
underPosition = targetHRP.Position - .(, , )
targetCFrame = .(underPosition) * .(, .(), .())
myHRP.CFrame = targetCFrame
platform.CFrame = .(underPosition - .(, , ))
(player)
)
(player) (player) ArrestState.loopArrestAllActive
.()
ArrestState.arrestAllRenderConnection
ArrestState.arrestAllRenderConnection:()
ArrestState.arrestAllRenderConnection =
.()
.()
ArrestState.arrestAllRenderConnection
ArrestState.arrestAllRenderConnection:()
ArrestState.arrestAllRenderConnection =
platform platform.Parent
platform:()
LocalPlayer.Character LocalPlayer.Character:()
.CurrentCamera.CameraSubject = LocalPlayer.Character.Humanoid
)
(teamName)
.(()
()
.()
targets = (teamName)
#targets ==
feUI:({
Title = ,
Content = .. teamName,
Type =
})
platform = .()
platform.Size = .(, , )
platform.Anchored =
platform.CanCollide =
platform.Material = .Material.ForceField
platform.Transparency =
platform.Name =
platform.Parent =
i, player (targets)
ArrestState.arrestAllRenderConnection
ArrestState.arrestAllRenderConnection:()
player.Character player.Character:()
.CurrentCamera.CameraSubject = player.Character.Humanoid
ArrestState.arrestAllRenderConnection = Services.RunService.RenderStepped:(()
(player) (player)
ArrestState.arrestAllRenderConnection
ArrestState.arrestAllRenderConnection:()
ArrestState.arrestAllRenderConnection =
myChar = LocalPlayer.Character
myChar
myHRP = myChar:()
myHRP
targetChar = player.Character
targetChar
targetHRP = targetChar:()
targetHRP
underPosition = targetHRP.Position - .(, , )
targetCFrame = .(underPosition) * .(, .(), .())
myHRP.CFrame = targetCFrame
platform.CFrame = .(underPosition - .(, , ))
(player)
)
(player) (player)
.()
ArrestState.arrestAllRenderConnection
ArrestState.arrestAllRenderConnection:()
ArrestState.arrestAllRenderConnection =
.()
ArrestState.arrestAllRenderConnection
ArrestState.arrestAllRenderConnection:()
ArrestState.arrestAllRenderConnection =
platform platform.Parent
platform:()
LocalPlayer.Character LocalPlayer.Character:()
.CurrentCamera.CameraSubject = LocalPlayer.Character.Humanoid
feUI:({
Title = ,
Content = .. teamName .. ,
Type =
})
)
(player)
player (player)
wasKillAuraEnabled = CombatState.killAuraEnabled
CombatState.killAuraEnabled
Window:(, , )
.(()
myChar = LocalPlayer.Character
myChar
myHRP = myChar:()
myHRP
originalPosition = myHRP.CFrame
platform = .()
platform.Size = .(, , )
platform.Anchored =
platform.CanCollide =
platform.Material = .Material.ForceField
platform.Transparency =
platform.Name =
platform.Parent =
player.Character player.Character:()
.CurrentCamera.CameraSubject = player.Character.Humanoid
(player)
myChar = LocalPlayer.Character
if not myChar then break end
local myHRP = myChar:FindFirstChild("HumanoidRootPart")
if not myHRP then break end
local targetChar = player.Character
if targetChar then
local targetHRP = targetChar:FindFirstChild("HumanoidRootPart")
if targetHRP then
local underPosition = targetHRP.Position - Vector3.new(0, 8, 0)
local targetCFrame = CFrame.new(underPosition) * CFrame.Angles(0, math.rad(90), math.rad(90))
myHRP.CFrame = targetCFrame
platform.CFrame = CFrame.new(underPosition - Vector3.new(0, 3, 0))
for _ = 1, 3 do
attackPlayer(player)
end
end
end
task.wait(0.1)
end
if platform and platform.Parent then
platform:Destroy()
end
if LocalPlayer.Character and LocalPlayer.Character:FindFirstChild("Humanoid") then
workspace.CurrentCamera.CameraSubject = LocalPlayer.Character.Humanoid
end
task.wait(0.2)
local finalChar = LocalPlayer.Character
if finalChar then
local finalHRP = finalChar:FindFirstChild("HumanoidRootPart")
if finalHRP then
finalHRP.CFrame = originalPosition
end
end
if not wasKillAuraEnabled then
Window:SetFlag("kill_aura", false, true)
end
end)
end
local function getRandomAttackPosition(targetHRP)
local positions = {
targetHRP.CFrame * CFrame.new(0, 0, 3), -- Front
targetHRP.CFrame, -- Inside (same position)
targetHRP.CFrame * CFrame.new(0, 0, -3), -- Behind
targetHRP.CFrame * CFrame.new(0, 5, 0), -- Above
targetHRP.CFrame * CFrame.new(3, 0, 0), -- Right
targetHRP.CFrame * CFrame.new(-3, 0, 0) -- Left
}
return positions[math.random(1, #positions)]
end
local function loopKillPlayer(player)
if not player then return end
TargetingState.loopKillTarget = player
TargetingState.loopKillActive = true
local wasKillAuraEnabled = CombatState.killAuraEnabled
if not CombatState.killAuraEnabled then
Window:SetFlag("kill_aura", true, true)
end
task.spawn(function()
while TargetingState.loopKillActive and TargetingState.loopKillTarget == player do
if not isPlayerAlive(player) then
task.wait(2)
continue
end
local myChar = LocalPlayer.Character
if not myChar then
task.wait(1)
continue
end
local myHRP = myChar:FindFirstChild("HumanoidRootPart")
if not myHRP then
task.wait(1)
continue
end
local targetChar = player.Character
if targetChar then
local targetHRP = targetChar:FindFirstChild("HumanoidRootPart")
local targetHumanoid = targetChar:FindFirstChild("Humanoid")
if targetHRP and targetHumanoid then
workspace.CurrentCamera.CameraSubject = targetHumanoid
local platform = Instance.new("Part")
platform.Size = Vector3.new(10, 1, 10)
platform.Anchored = true
platform.CanCollide = true
platform.Material = Enum.Material.ForceField
platform.Transparency = 0.5
platform.Name = "KillPlatform"
platform.Parent = workspace
local startTime = tick()
while tick() - startTime < 0.5 and isPlayerAlive(player) and TargetingState.loopKillActive and TargetingState.loopKillTarget == player do
local currentMyChar = LocalPlayer.Character
if not currentMyChar then break end
local currentMyHRP = currentMyChar:FindFirstChild("HumanoidRootPart")
if not currentMyHRP then break end
local currentTargetChar = player.Character
if currentTargetChar then
local currentTargetHRP = currentTargetChar:FindFirstChild("HumanoidRootPart")
if currentTargetHRP then
local underPosition = currentTargetHRP.Position - Vector3.new(0, 8, 0)
local targetCFrame = CFrame.new(underPosition) * CFrame.Angles(0, math.rad(90), math.rad(90))
currentMyHRP.CFrame = targetCFrame
platform.CFrame = CFrame.new(underPosition - Vector3.new(0, 3, 0))
for _ = 1, 3 do
attackPlayer(player)
end
end
end
task.wait(0.1)
end
if platform and platform.Parent then
platform:Destroy()
end
end
end
task.wait(0.2)
end
if LocalPlayer.Character and LocalPlayer.Character:FindFirstChild("Humanoid") then
workspace.CurrentCamera.CameraSubject = LocalPlayer.Character.Humanoid
end
if not wasKillAuraEnabled then
Window:SetFlag("kill_aura", false, true)
end
TargetingState.loopKillActive = false
TargetingState.loopKillTarget = nil
end)
end
local function killAll()
if CombatState.killAllActive then return end
CombatState.killAllActive = true
local wasKillAuraEnabled = CombatState.killAuraEnabled
if not CombatState.killAuraEnabled then
Window:SetFlag("kill_aura", true, true)
end
task.spawn(function()
local initialTargets = getAlivePlayers()
local killedPlayers = {}
local function getActiveTargets()
local active = {}
for _, player in pairs(initialTargets) do
if not killedPlayers[player.UserId] then
if isPlayerAlive(player) then
table.insert(active, player)
else
killedPlayers[player.UserId] = true
end
end
end
return active
end
while CombatState.killAllActive do
local activeTargets = getActiveTargets()
if #activeTargets == 0 then
break
end
for _, player in pairs(activeTargets) do
if not CombatState.killAllActive then break end
if not isPlayerAlive(player) then
killedPlayers[player.UserId] = true
continue
end
local myChar = LocalPlayer.Character
if not myChar then continue end
local myHRP = myChar:FindFirstChild("HumanoidRootPart")
if not myHRP then continue end
local targetChar = player.Character
if targetChar then
local targetHRP = targetChar:FindFirstChild("HumanoidRootPart")
local targetHumanoid = targetChar:FindFirstChild("Humanoid")
if targetHRP and targetHumanoid then
workspace.CurrentCamera.CameraSubject = targetHumanoid
local randomPosition = getRandomAttackPosition(targetHRP)
myHRP.CFrame = randomPosition
local startTime = tick()
while tick() - startTime < 0.5 do
attackPlayer(player)
task.wait()
end
end
end
end
task.wait(0.1)
end
if LocalPlayer.Character and LocalPlayer.Character:FindFirstChild("Humanoid") then
workspace.CurrentCamera.CameraSubject = LocalPlayer.Character.Humanoid
end
CombatState.killAllActive = false
if not wasKillAuraEnabled then
Window:SetFlag("kill_aura", false, true)
end
local killedCount = 0
for _ in pairs(killedPlayers) do
killedCount = killedCount + 1
end
feUI:Notify({
Title = "Kill All Complete",
Content = "Eliminated " .. killedCount .. " players",
Type = "success"
})
end)
end
local function loopKillAll()
task.spawn(function()
local wasKillAuraEnabled = CombatState.killAuraEnabled
if not CombatState.killAuraEnabled then
Window:SetFlag("kill_aura", true, true)
end
while CombatState.loopKillAllActive do
local targets = getAlivePlayers()
if #targets == 0 then
task.wait(2)
continue
end
local killedThisRound = {}
local function getActiveTargets()
local active = {}
for _, player in pairs(targets) do
if not killedThisRound[player.UserId] then
if isPlayerAlive(player) then
table.insert(active, player)
else
killedThisRound[player.UserId] = true
end
end
end
return active
end
while CombatState.loopKillAllActive do
local activeTargets = getActiveTargets()
if #activeTargets == 0 then
break
end
for _, player in pairs(activeTargets) do
if not CombatState.loopKillAllActive then break end
if not isPlayerAlive(player) then
killedThisRound[player.UserId] = true
continue
end
local myChar = LocalPlayer.Character
if not myChar then continue end
local myHRP = myChar:FindFirstChild("HumanoidRootPart")
if not myHRP then continue end
local targetChar = player.Character
if targetChar then
local targetHRP = targetChar:FindFirstChild("HumanoidRootPart")
local targetHumanoid = targetChar:FindFirstChild("Humanoid")
if targetHRP and targetHumanoid then
workspace.CurrentCamera.CameraSubject = targetHumanoid
local platform = Instance.new("Part")
platform.Size = Vector3.new(10, 1, 10)
platform.Anchored = true
platform.CanCollide = true
platform.Material = Enum.Material.ForceField
platform.Transparency = 0.5
platform.Name = "KillPlatform"
platform.Parent = workspace
local startTime = tick()
while tick() - startTime < 0.5 and isPlayerAlive(player) and CombatState.loopKillAllActive do
local currentMyChar = LocalPlayer.Character
if not currentMyChar then break end
local currentMyHRP = currentMyChar:FindFirstChild("HumanoidRootPart")
if not currentMyHRP then break end
local currentTargetChar = player.Character
if currentTargetChar then
local currentTargetHRP = currentTargetChar:FindFirstChild("HumanoidRootPart")
if currentTargetHRP then
local underPosition = currentTargetHRP.Position - Vector3.new(0, 8, 0)
local targetCFrame = CFrame.new(underPosition) * CFrame.Angles(0, math.rad(90), math.rad(90))
currentMyHRP.CFrame = targetCFrame
platform.CFrame = CFrame.new(underPosition - Vector3.new(0, 3, 0))
for _ = 1, 3 do
attackPlayer(player)
end
end
end
task.wait(0.1)
end
if platform and platform.Parent then
platform:Destroy()
end
end
end
end
task.wait(0.1)
end
task.wait(2)
end
if LocalPlayer.Character and LocalPlayer.Character:FindFirstChild("Humanoid") then
workspace.CurrentCamera.CameraSubject = LocalPlayer.Character.Humanoid
end
if not wasKillAuraEnabled then
Window:SetFlag("kill_aura", false, true)
end
end)
end
local function grabGunRemote(gunName)
local gunGiver = Services.Workspace:WaitForChild("Prison_ITEMS"):WaitForChild("giver"):FindFirstChild(gunName)
if gunGiver then
local pickup = gunGiver:FindFirstChild("ITEMPICKUP")
if pickup then
Remotes.ItemHandler:InvokeServer(pickup)
return true
end
end
return false
end
local function grabGunTeleport(gunName)
local character = LocalPlayer.Character
if not character then return false end
local hrp = character:FindFirstChild("HumanoidRootPart")
if not hrp then return false end
local gunCFrame = gunLocations[gunName]
if not gunCFrame then return false end
local originalPos = hrp.CFrame
hrp.CFrame = gunCFrame
task.wait(0.5)
hrp.CFrame = originalPos
return true
end
local function autoGrabGuns()
if not Window:GetFlag("auto_grab") then return end
local method = Window:GetFlag("grab_method") or "Teleport"
local gunsToGrab = {}
if Window:GetFlag("grab_remington") then table.insert(gunsToGrab, "Remington 870") end
if Window:GetFlag("grab_m9") then table.insert(gunsToGrab, "M9") end
if Window:GetFlag("grab_ak47") then table.insert(gunsToGrab, "AK-47") end
if Window:GetFlag("grab_m4a1") then table.insert(gunsToGrab, "M4A1") end
for _, gunName in pairs(gunsToGrab) do
local success = false
if method == "Remote" then
success = grabGunRemote(gunName)
elseif method == "Teleport" then
success = grabGunTeleport(gunName)
end
task.wait(0.5)
end
if CharacterState.deathPosition and Window:GetFlag("death_return") then
local character = LocalPlayer.Character
if character then
local hrp = character:FindFirstChild("HumanoidRootPart")
if hrp then
hrp.CFrame = CharacterState.deathPosition
end
end
CharacterState.deathPosition = nil
end
end
local function switchTeam(teamName)
local character = LocalPlayer.Character
if not character then return end
local hrp = character:FindFirstChild("HumanoidRootPart")
if not hrp then return end
local originalPos = hrp.CFrame
if teamName == "Criminal" then
hrp.CFrame = CFrame.new(criminalTeleportPos)
task.wait(0.5)
hrp.CFrame = originalPos
task.wait(0.3)
if LocalPlayer.Team and LocalPlayer.Team.Name == "Criminals" then
feUI:Notify({
Title = "Team Switched",
Content = "Switched to Criminal",
Type = "success"
})
else
feUI:Notify({
Title = "Team Switch Failed",
Content = "Could not switch to Criminal",
Type = "error"
})
end
else
local team = nil
if teamName == "Neutral" then
team = Services.Teams:FindFirstChild("Neutral")
elseif teamName == "Guard" then
if LocalPlayer.Team and (LocalPlayer.Team.Name == "Inmates" or LocalPlayer.Team.Name == "Criminals") then
local neutralTeam = Services.Teams:FindFirstChild("Neutral")
if neutralTeam then
Remotes.TeamEvent:FireServer(neutralTeam)
task.wait(0.5)
end
end
team = Services.Teams:FindFirstChild("Guards")
elseif teamName == "Inmate" then
if LocalPlayer.Team and LocalPlayer.Team.Name == "Guards" then
local neutralTeam = Services.Teams:FindFirstChild("Neutral")
if neutralTeam then
Remotes.TeamEvent:FireServer(neutralTeam)
task.wait(0.5)
end
end
team = Services.Teams:FindFirstChild("Inmates")
end
if team then
Remotes.TeamEvent:FireServer(team)
task.wait(0.3)
if LocalPlayer.Team == team then
feUI:Notify({
Title = "Team Switched",
Content = "Switched to " .. teamName,
Type = "success"
})
else
feUI:Notify({
Title = "Team Switch Failed",
Content = "Could not switch to " .. teamName,
Type = "error"
})
end
end
end
end
local function createBoxESP(player)
if not player.Character then return end
local hrp = player.Character:FindFirstChild("HumanoidRootPart")
if not hrp then return end
local billboardGui = Instance.new("BillboardGui")
billboardGui.Name = "BoxESP"
billboardGui.Adornee = hrp
billboardGui.Size = UDim2.new(4, 0, 5, 0)
billboardGui.AlwaysOnTop = true
billboardGui.Parent = hrp
local frame = Instance.new("Frame")
frame.Size = UDim2.new(1, 0, 1, 0)
frame.BackgroundTransparency = 1
frame.BorderSizePixel = 2
frame.BorderColor3 = Window:GetFlag("box_color") or Color3.fromRGB(255, 0, 0)
frame.Parent = billboardGui
table.insert(VisualState.boxESPObjects, billboardGui)
end
local function createHealthBar(player)
if not player.Character then return end
local hrp = player.Character:FindFirstChild("HumanoidRootPart")
local humanoid = player.Character:FindFirstChild("Humanoid")
if not hrp or not humanoid then return end
local billboardGui = Instance.new("BillboardGui")
billboardGui.Name = "HealthBar"
billboardGui.Adornee = hrp
billboardGui.Size = UDim2.new(4, 0, 0.5, 0)
billboardGui.StudsOffset = Vector3.new(0, 3.5, 0)
billboardGui.AlwaysOnTop = true
billboardGui.Parent = hrp
local background = Instance.new("Frame")
background.Size = UDim2.new(1, 0, 1, 0)
background.BackgroundColor3 = Color3.fromRGB(0, 0, 0)
background.BorderSizePixel = 1
background.Parent = billboardGui
local healthBar = Instance.new("Frame")
healthBar.Name = "Bar"
healthBar.Size = UDim2.new(humanoid.Health / humanoid.MaxHealth, 0, 1, 0)
healthBar.BackgroundColor3 = Color3.fromRGB(0, 255, 0)
healthBar.BorderSizePixel = 0
healthBar.Parent = background
local healthText = Instance.new("TextLabel")
healthText.Size = UDim2.new(1, 0, 1, 0)
healthText.BackgroundTransparency = 1
healthText.Text = math.floor(humanoid.Health) .. " HP"
healthText.TextColor3 = Color3.fromRGB(255, 255, 255)
healthText.TextStrokeTransparency = 0
healthText.TextScaled = true
healthText.Font = Enum.Font.GothamBold
healthText.Parent = background
table.insert(VisualState.espObjects, billboardGui)
humanoid:GetPropertyChangedSignal("Health"):Connect(function()
local healthPercent = humanoid.Health / humanoid.MaxHealth
healthBar.Size = UDim2.new(healthPercent, 0, 1, 0)
healthText.Text = math.floor(humanoid.Health) .. " HP"
if healthPercent > 0.5 then
healthBar.BackgroundColor3 = Color3.fromRGB(0, 255, 0)
elseif healthPercent > 0.25 then
healthBar.BackgroundColor3 = Color3.fromRGB(255, 255, 0)
else
healthBar.BackgroundColor3 = Color3.fromRGB(255, 0, 0)
end
end)
end
local function createDistanceESP(player)
if not player.Character then return end
local hrp = player.Character:FindFirstChild("HumanoidRootPart")
if not hrp then return end
local billboardGui = Instance.new("BillboardGui")
billboardGui.Name = "DistanceESP"
billboardGui.Adornee = hrp
billboardGui.Size = UDim2.new(0, 100, 0, 30)
billboardGui.StudsOffset = Vector3.new(0, -3, 0)
billboardGui.AlwaysOnTop = true
billboardGui.Parent = hrp
local textLabel = Instance.new("TextLabel")
textLabel.Size = UDim2.new(1, 0, 1, 0)
textLabel.BackgroundTransparency = 1
textLabel.TextColor3 = Color3.fromRGB(255, 255, 255)
textLabel.TextStrokeTransparency = 0
textLabel.TextSize = 14
textLabel.Font = Enum.Font.GothamBold
textLabel.Parent = billboardGui
table.insert(VisualState.espObjects, billboardGui)
Services.RunService.RenderStepped:Connect(function()
if not VisualState.distanceEnabled or not LocalPlayer.Character then return end
local myHRP = LocalPlayer.Character:FindFirstChild("HumanoidRootPart")
if myHRP and hrp then
local distance = (myHRP.Position - hrp.Position).Magnitude
textLabel.Text = math.floor(distance) .. " studs"
end
end)
end
local function createSkeletonESP(player)
if not player.Character then return end
local connections = {
{"Head", "UpperTorso"},
{"UpperTorso", "LowerTorso"},
{"UpperTorso", "LeftUpperArm"},
{"LeftUpperArm", "LeftLowerArm"},
{"LeftLowerArm", "LeftHand"},
{"UpperTorso", "RightUpperArm"},
{"RightUpperArm", "RightLowerArm"},
{"RightLowerArm", "RightHand"},
{"LowerTorso", "LeftUpperLeg"},
{"LeftUpperLeg", "LeftLowerLeg"},
{"LeftLowerLeg", "LeftFoot"},
{"LowerTorso", "RightUpperLeg"},
{"RightUpperLeg", "RightLowerLeg"},
{"RightLowerLeg", "RightFoot"}
}
for _, connection in pairs(connections) do
local part1 = player.Character:FindFirstChild(connection[1])
local part2 = player.Character:FindFirstChild(connection[2])
if part1 and part2 then
local attachment0 = Instance.new("Attachment", part1)
local attachment1 = Instance.new("Attachment", part2)
local beam = Instance.new("Beam")
beam.Name = "SkeletonESP"
beam.Attachment0 = attachment0
beam.Attachment1 = attachment1
beam.Color = ColorSequence.new(Window:GetFlag("skeleton_color") or Color3.fromRGB(255, 255, 255))
beam.FaceCamera = true
beam.Width0 = 0.1
beam.Width1 = 0.1
beam.Parent = attachment0
table.insert(VisualState.espObjects, attachment0)
table.insert(VisualState.espObjects, attachment1)
table.insert(VisualState.espObjects, beam)
end
end
end
local function createChams(player)
if not player.Character then return end
for _, part in pairs(player.Character:GetDescendants()) do
if part:IsA("BasePart") and part.Name ~= "HumanoidRootPart" then
local highlight = Instance.new("Highlight")
highlight.Name = "Chams"
highlight.Adornee = part
highlight.FillColor = Window:GetFlag("chams_color") or Color3.fromRGB(255, 100, 255)
highlight.OutlineTransparency = 1
highlight.FillTransparency = 0.3
highlight.DepthMode = Enum.HighlightDepthMode.AlwaysOnTop
highlight.Parent = part
table.insert(VisualState.espObjects, highlight)
end
end
end
local function updateAllVisuals()
if VisualState.boxESPEnabled or VisualState.healthBarsEnabled or VisualState.distanceEnabled or VisualState.skeletonESPEnabled or VisualState.chamsEnabled then
clearESP()
for _, player in pairs(Services.Players:GetPlayers()) do
if player ~= LocalPlayer and isPlayerAlive(player) then
if isPlayerIgnored(player) then continue end
if Window:GetFlag("esp_team_check") and player.Team == LocalPlayer.Team then continue end
if VisualState.espEnabled then
createESP(player)
end
if VisualState.boxESPEnabled then
createBoxESP(player)
end
if VisualState.healthBarsEnabled then
createHealthBar(player)
end
if VisualState.distanceEnabled then
createDistanceESP(player)
end
if VisualState.skeletonESPEnabled then
createSkeletonESP(player)
end
if VisualState.chamsEnabled then
createChams(player)
end
end
end
end
end
local targetPlayerDropdown
local currentTargetParagraph
local autoShootTargetDropdown
TargetingTab:AddSection({Name = "Auto-Shoot Targeting"})
currentTargetParagraph = TargetingTab:AddParagraph({
Title = "Current Auto-Shoot Target",
Content = "None - Will target closest player"
})
autoShootTargetDropdown = TargetingTab:AddDropdown({
Name = "Lock Auto-Shoot Target",
List = getPlayerList(),
Default = ""
})
TargetingTab:AddButton({
Name = "Set Auto-Shoot Target",
Color = Color3.fromRGB(255, 200, 100),
Callback = function()
local selectedName = autoShootTargetDropdown.Value
if selectedName and selectedName ~= "" then
local player = Services.Players:FindFirstChild(selectedName)
if player then
TargetingState.targetSpecificPlayer = player
currentTargetParagraph:SetContent("Locked on: " .. selectedName)
feUI:Notify({
Title = "Target Locked",
Content = "Auto-Shoot locked onto " .. selectedName,
Type = "info"
})
end
end
end
})
TargetingTab:AddButton({
Name = "Clear Auto-Shoot Target",
Callback = function()
TargetingState.targetSpecificPlayer = nil
currentTargetParagraph:SetContent("None - Will target closest player")
feUI:Notify({
Title = "Target Cleared",
Content = "Auto-Shoot will target closest player",
Type = "info"
})
end
})
TargetingTab:AddDivider()
TargetingTab:AddSection({Name = "Quick Player Actions"})
targetPlayerDropdown = TargetingTab:AddDropdown({
Name = "Select Player",
List = getPlayerList(),
Default = "",
Flag = "quick_target_player"
})
TargetingTab:AddButton({
Name = "Kill Once",
Description = "Teleport and kill the selected player once",
Color = Color3.fromRGB(255, 100, 100),
Callback = function()
local selectedName = Window:GetFlag("quick_target_player")
if selectedName and selectedName ~= "" then
local player = Services.Players:FindFirstChild(selectedName)
if player then
killPlayer(player)
end
end
end
})
TargetingTab:AddToggle({
Name = "Loop Kill",
Description = "Continuously kill the selected player on respawn",
Default = false,
Flag = "quick_loop_kill",
Callback = function(value)
if value then
local selectedName = Window:GetFlag("quick_target_player")
if selectedName and selectedName ~= "" then
local player = Services.Players:FindFirstChild(selectedName)
if player then
loopKillPlayer(player)
end
else
Window:SetFlag("quick_loop_kill", false, true)
end
else
TargetingState.loopKillActive = false
TargetingState.loopKillTarget = nil
end
end
})
TargetingTab:AddButton({
Name = "Teleport To",
Description = "Teleport to the selected player",
Color = Color3.fromRGB(100, 150, 255),
Callback = function()
local selectedName = Window:GetFlag("quick_target_player")
if selectedName and selectedName ~= "" then
local player = Services.Players:FindFirstChild(selectedName)
if player then
teleportToPlayer(player)
feUI:Notify({
Title = "Teleported",
Content = "Teleported to " .. selectedName,
Type = "info"
})
end
end
end
})
TargetingTab:AddButton({
Name = "Refresh Player List",
Callback = function()
targetPlayerDropdown:Refresh(getPlayerList(), true)
autoShootTargetDropdown:Refresh(getPlayerList(), true)
end
})
TargetingTab:AddDivider()
TargetingTab:AddSection({Name = "Team Filtering"})
TargetingTab:AddDropdown({
Name = "Target Specific Teams",
List = {"Inmates", "Criminals", "Guards", "Neutral"},
Default = {},
Multi = true,
Flag = "target_teams",
Callback = function(value)
TargetingState.targetSpecificTeams = value
end
})
TargetingTab:AddButton({
Name = "Clear Team Filter",
Callback = function()
TargetingState.targetSpecificTeams = {}
Window:SetFlag("target_teams", {}, true)
end
})
TargetingTab:AddDivider()
TargetingTab:AddSection({Name = "Ignore Lists"})
local ignorePlayerDropdown = TargetingTab:AddDropdown({
Name = "Ignore Player",
List = getPlayerList(),
Default = "",
Flag = "ignore_player_select"
})
TargetingTab:AddButton({
Name = "Add to Ignore List",
Color = Color3.fromRGB(255, 150, 50),
Callback = function()
local selectedName = Window:GetFlag("ignore_player_select")
if selectedName and selectedName ~= "" then
TargetingState.ignoredPlayers[selectedName] = true
feUI:Notify({
Title = "Player Ignored",
Content = "Now ignoring " .. selectedName,
Type = "info"
})
end
end
})
TargetingTab:AddButton({
Name = "Remove from Ignore List",
Callback = function()
local selectedName = Window:GetFlag("ignore_player_select")
if selectedName and selectedName ~= "" then
TargetingState.ignoredPlayers[selectedName] = nil
feUI:Notify({
Title = "Player Unignored",
Content = "No longer ignoring " .. selectedName,
Type = "info"
})
end
end
})
TargetingTab:AddButton({
Name = "Clear All Ignored Players",
Callback = function()
TargetingState.ignoredPlayers = {}
feUI:Notify({
Title = "Cleared",
Content = "Cleared ignored players list",
Type = "info"
})
end
})
local ignoreTeamDropdown = TargetingTab:AddDropdown({
Name = "Ignore Team",
List = getTeamList(),
Default = "",
Flag = "ignore_team_select"
})
TargetingTab:AddButton({
Name = "Add Team to Ignore List",
Color = Color3.fromRGB(255, 150, 50),
Callback = function()
local selectedTeam = Window:GetFlag("ignore_team_select")
if selectedTeam and selectedTeam ~= "" then
TargetingState.ignoredTeams[selectedTeam] = true
feUI:Notify({
Title = "Team Ignored",
Content = "Now ignoring " .. selectedTeam,
Type = "info"
})
end
end
})
TargetingTab:AddButton({
Name = "Remove Team from Ignore List",
Callback = function()
local selectedTeam = Window:GetFlag("ignore_team_select")
if selectedTeam and selectedTeam ~= "" then
TargetingState.ignoredTeams[selectedTeam] = nil
feUI:Notify({
Title = "Team Unignored",
Content = "No longer ignoring " .. selectedTeam,
Type = "info"
})
end
end
})
TargetingTab:AddButton({
Name = "Clear All Ignored Teams",
Callback = function()
TargetingState.ignoredTeams = {}
feUI:Notify({
Title = "Cleared",
Content = "Cleared ignored teams list",
Type = "info"
})
end
})
CombatTab:AddSection({Name = "Auto-Shoot"})
CombatTab:AddToggle({
Name = "Enable Auto-Shoot",
Default = false,
Flag = "auto_shoot",
Callback = function(value)
CombatState.autoShootEnabled = value
if value then
GunState.shotPlayers = {}
if CombatState.autoShootConnection then
CombatState.autoShootConnection:Disconnect()
end
CombatState.autoShootConnection = Services.RunService.Heartbeat:Connect(function()
updateGunReference()
if CombatState.rapidFireEnabled then
if CombatState.gunCycleEnabled then
GunState.availableGunsCache = getAvailableGuns()
if #GunState.availableGunsCache > 1 then
local nextGun = GunState.availableGunsCache[GunState.currentGunIndex]
if nextGun and nextGun ~= GunState.currentGun then
equipGun(nextGun)
end
GunState.currentGunIndex = GunState.currentGunIndex + 1
if GunState.currentGunIndex > #GunState.availableGunsCache then
GunState.currentGunIndex = 1
end
end
end
end
if not GunState.currentGun then
if Window:GetFlag("auto_switch") then
autoSwitchGun()
end
return
end
if needsReload() then
if Window:GetFlag("auto_switch") then
if not autoSwitchGun() then
if Window:GetFlag("auto_reload") then
reloadGun()
end
end
else
if Window:GetFlag("auto_reload") then
reloadGun()
end
end
return
end
if not isGunReloading() and not GunState.isReloading then
autoShootLoop()
if not CombatState.rapidFireEnabled then
local fireRate = Window:GetFlag("shoot_speed") or 0.1
task.wait(fireRate)
end
end
end)
feUI:Notify({
Title = "Auto-Shoot",
Content = "Auto-Shoot enabled",
Type = "success"
})
else
if CombatState.autoShootConnection then
CombatState.autoShootConnection:Disconnect()
CombatState.autoShootConnection = nil
end
CombatState.targetedPlayer = nil
GunState.shotPlayers = {}
feUI:Notify({
Title = "Auto-Shoot",
Content = "Auto-Shoot disabled",
Type = "info"
})
end
end
})
CombatTab:AddToggle({
Name = "Silent Aim",
Description = "Aim without camera movement (tap/click to shoot)",
Default = false,
Flag = "silent_aim",
Callback = function(value)
CombatState.silentAimEnabled = value
if value then
createFOVCircle()
Services.RunService.RenderStepped:Connect(function()
updateFOVCircle()
end)
else
if CombatState.fovCircle then
CombatState.fovCircle:Remove()
CombatState.fovCircle = nil
end
end
end
})
CombatTab:AddToggle({
Name = "Show FOV Circle",
Default = true,
Flag = "show_fov",
Callback = function()
updateFOVCircle()
end
})
CombatTab:AddSlider({
Name = "FOV Size",
Min = 50,
Max = 500,
Default = 200,
Decimals = 0,
Flag = "fov_size",
Callback = function(value)
CombatState.silentAimFOV = value
updateFOVCircle()
end
})
CombatTab:AddColorPicker({
Name = "FOV Color",
Default = Color3.fromRGB(255, 255, 255),
Flag = "fov_color",
Callback = function()
updateFOVCircle()
end
})
CombatTab:AddToggle({
Name = "Rapid Fire",
Description = "Remove fire rate delay",
Default = false,
Flag = "rapid_fire",
Callback = function(value)
CombatState.rapidFireEnabled = value
end
})
CombatTab:AddToggle({
Name = "Gun Cycling",
Description = "Auto-cycle through guns for continuous fire",
Default = false,
Flag = "gun_cycle",
Callback = function(value)
CombatState.gunCycleEnabled = value
if value then
GunState.currentGunIndex = 1
end
end
})
CombatTab:AddToggle({
Name = "Auto Reload",
Default = true,
Flag = "auto_reload"
})
CombatTab:AddToggle({
Name = "One Shot Mode",
Description = "Only shoot each player once (Remington 870)",
Default = true,
Flag = "one_shot_mode"
})
CombatTab:AddSlider({
Name = "Shoot Speed",
Description = "Delay between shots",
Min = 0.05,
Max = 1,
Default = 0.1,
Decimals = 2,
Suffix = "s",
Flag = "shoot_speed"
})
CombatTab:AddButton({
Name = "Reset Shot Tracking",
Callback = function()
GunState.shotPlayers = {}
end
})
CombatTab:AddDivider()
CombatTab:AddSection({Name = "Targeting Settings"})
CombatTab:AddSlider({
Name = "Range",
Min = 10,
Max = 500,
Default = 100,
Decimals = 0,
Suffix = " studs",
Flag = "shoot_range"
})
CombatTab:AddDropdown({
Name = "Target Part",
List = {"Head", "UpperTorso", "LowerTorso", "HumanoidRootPart"},
Default = "Head",
Flag = "target_part"
})
CombatTab:AddToggle({
Name = "Team Check",
Default = true,
Flag = "team_check"
})
CombatTab:AddToggle({
Name = "Visibility Check",
Default = true,
Flag = "visibility_check"
})
CombatTab:AddDivider()
CombatTab:AddSection({Name = "Gun Management"})
CombatTab:AddToggle({
Name = "Auto Switch Guns",
Description = "Switch to gun with ammo when empty",
Default = true,
Flag = "auto_switch"
})
CombatTab:AddButton({
Name = "Manual Reload",
Callback = function()
if GunState.currentGun then
reloadGun()
end
end
})
CombatTab:AddButton({
Name = "Switch Gun",
Callback = function()
autoSwitchGun()
end
})
CombatTab:AddDivider()
CombatTab:AddSection({Name = "Click Actions"})
CombatTab:AddToggle({
Name = "Click Kill",
Description = "Click on a player to kill them",
Default = false,
Flag = "click_kill",
Callback = function(value)
CombatState.clickKillEnabled = value
end
})
CombatTab:AddToggle({
Name = "Click Arrest",
Description = "Click on a player to arrest them",
Default = false,
Flag = "click_arrest",
Callback = function(value)
CombatState.clickArrestEnabled = value
end
})
CombatTab:AddDivider()
CombatTab:AddSection({Name = "Spinbot"})
CombatTab:AddToggle({
Name = "Enable Spinbot",
Description = "Rapid character spinning",
Default = false,
Flag = "spinbot",
Callback = function(value)
CombatState.spinbotEnabled = value
setupSpinbot()
end
})
CombatTab:AddSlider({
Name = "Spin Speed",
Min = 1,
Max = 50,
Default = 20,
Decimals = 0,
Flag = "spinbot_speed",
Callback = function(value)
CombatState.spinbotSpeed = value
end
})
MeleeTab:AddSection({Name = "Kill Aura"})
MeleeTab:AddToggle({
Name = "Enable Kill Aura",
Description = "Spam melee attack on nearby players",
Default = false,
Flag = "kill_aura",
Callback = function(value)
CombatState.killAuraEnabled = value
if value then
if CombatState.killAuraConnection then
CombatState.killAuraConnection:Disconnect()
end
CombatState.killAuraConnection = Services.RunService.Heartbeat:Connect(function()
killAuraLoop()
local meleeSpeed = Window:GetFlag("melee_speed") or 0.05
task.wait(meleeSpeed)
end)
feUI:Notify({
Title = "Kill Aura",
Content = "Kill Aura enabled",
Type = "success"
})
else
if CombatState.killAuraConnection then
CombatState.killAuraConnection:Disconnect()
CombatState.killAuraConnection = nil
end
feUI:Notify({
Title = "Kill Aura",
Content = "Kill Aura disabled",
Type = "info"
})
end
end
})
MeleeTab:AddSlider({
Name = "Melee Range",
Description = "Max distance for melee attacks",
Min = 5,
Max = 15,
Default = 15,
Decimals = 0,
Suffix = " studs",
Flag = "melee_range"
})
MeleeTab:AddSlider({
Name = "Melee Speed",
Description = "Delay between attacks",
Min = 0.01,
Max = 0.5,
Default = 0.05,
Decimals = 2,
Suffix = "s",
Flag = "melee_speed"
})
MeleeTab:AddToggle({
Name = "Team Check",
Description = "Don't attack teammates",
Default = true,
Flag = "melee_team_check"
})
MeleeTab:AddDivider()
MeleeTab:AddSection({Name = "Mass Elimination"})
MeleeTab:AddButton({
Name = "Kill All",
Description = "Teleport and kill all players once",
Color = Color3.fromRGB(220, 80, 80),
Callback = function()
if CombatState.killAllActive then return end
feUI:CreateModal({
Title = "Kill All Players?",
Content = "This will teleport to and eliminate all players in the server.",
ConfirmText = "Execute",
CancelText = "Cancel",
OnConfirm = function()
killAll()
end
})
end
})
MeleeTab:AddButton({
Name = "Stop Kill All",
Callback = function()
if CombatState.killAllActive then
CombatState.killAllActive = false
if CombatState.killAllRenderConnection then
CombatState.killAllRenderConnection:Disconnect()
CombatState.killAllRenderConnection = nil
end
end
end
})
MeleeTab:AddToggle({
Name = "Loop Kill All",
Description = "Continuously kill all players",
Default = false,
Flag = "loop_kill_all",
Callback = function(value)
CombatState.loopKillAllActive = value
if value then
loopKillAll()
else
if CombatState.killAllRenderConnection then
CombatState.killAllRenderConnection:Disconnect()
CombatState.killAllRenderConnection = nil
end
end
end
})
ArrestTab:AddSection({Name = "Quick Arrest"})
local arrestPlayerDropdown = ArrestTab:AddDropdown({
Name = "Select Player",
List = getPlayerList(),
Default = "",
Flag = "arrest_target_player"
})
ArrestTab:AddButton({
Name = "Arrest Once",
Description = "Teleport and arrest the selected player",
Color = Color3.fromRGB(60, 120, 255),
Callback = function()
local selectedName = Window:GetFlag("arrest_target_player")
if selectedName and selectedName ~= "" then
local player = Services.Players:FindFirstChild(selectedName)
if player then
arrestPlayerNow(player)
end
end
end
})
ArrestTab:AddToggle({
Name = "Loop Arrest",
Description = "Continuously arrest the selected player",
Default = false,
Flag = "loop_arrest_player",
Callback = function(value)
if value then
local selectedName = Window:GetFlag("arrest_target_player")
if selectedName and selectedName ~= "" then
local player = Services.Players:FindFirstChild(selectedName)
if player then
loopArrestPlayer(player)
end
else
Window:SetFlag("loop_arrest_player", false, true)
end
else
ArrestState.loopArrestActive = false
ArrestState.loopArrestTarget = nil
end
end
})
ArrestTab:AddDivider()
ArrestTab:AddSection({Name = "Arrest Aura"})
ArrestTab:AddToggle({
Name = "Enable Arrest Aura",
Description = "Auto-arrest nearby players",
Default = false,
Flag = "arrest_aura",
Callback = function(value)
ArrestState.arrestAuraEnabled = value
if value then
grabHandcuffs()
if ArrestState.arrestAuraConnection then
ArrestState.arrestAuraConnection:Disconnect()
end
ArrestState.arrestAuraConnection = Services.RunService.Heartbeat:Connect(function()
arrestAuraLoop()
local arrestSpeed = Window:GetFlag("arrest_speed") or 0.1
task.wait(arrestSpeed)
end)
feUI:Notify({
Title = "Arrest Aura",
Content = "Arrest Aura enabled",
Type = "success"
})
else
if ArrestState.arrestAuraConnection then
ArrestState.arrestAuraConnection:Disconnect()
ArrestState.arrestAuraConnection = nil
end
feUI:Notify({
Title = "Arrest Aura",
Content = "Arrest Aura disabled",
Type = "info"
})
end
end
})
ArrestTab:AddSlider({
Name = "Arrest Range",
Min = 5,
Max = 15,
Default = 10,
Decimals = 0,
Suffix = " studs",
Flag = "arrest_range"
})
ArrestTab:AddSlider({
Name = "Arrest Speed",
Min = 0.05,
Max = 0.5,
Default = 0.1,
Decimals = 2,
Suffix = "s",
Flag = "arrest_speed"
})
ArrestTab:AddToggle({
Name = "Arrest Team Check",
Default = true,
Flag = "arrest_team_check"
})
ArrestTab:AddDivider()
ArrestTab:AddSection({Name = "Team Arrest"})
ArrestTab:AddDropdown({
Name = "Select Team",
List = {"Inmates", "Criminals", "Neutral"},
Default = "Criminals",
Flag = "arrest_team_select"
})
ArrestTab:AddButton({
Name = "Arrest Team",
Description = "Arrest all players on selected team",
Color = Color3.fromRGB(100, 150, 255),
Callback = function()
local teamName = Window:GetFlag("arrest_team_select")
if teamName then
arrestTeam(teamName)
end
end
})
ArrestTab:AddDivider()
ArrestTab:AddSection({Name = "Mass Arrest"})
ArrestTab:AddButton({
Name = "Arrest All",
Description = "Arrest all arrestable players once",
Color = Color3.fromRGB(60, 180, 255),
Callback = function()
if ArrestState.arrestAllActive then return end
feUI:CreateModal({
Title = "Arrest All Players?",
Content = "This will attempt to arrest all players in the server.",
ConfirmText = "Execute",
CancelText = "Cancel",
OnConfirm = function()
arrestAll()
end
})
end
})
ArrestTab:AddButton({
Name = "Stop Arrest All",
Callback = function()
if ArrestState.arrestAllActive then
ArrestState.arrestAllActive = false
if ArrestState.arrestAllRenderConnection then
ArrestState.arrestAllRenderConnection:Disconnect()
ArrestState.arrestAllRenderConnection = nil
end
end
end
})
ArrestTab:AddToggle({
Name = "Loop Arrest All",
Description = "Continuously arrest all players",
Default = false,
Flag = "loop_arrest_all",
Callback = function(value)
ArrestState.loopArrestAllActive = value
if value then
loopArrestAll()
else
if ArrestState.arrestAllRenderConnection then
ArrestState.arrestAllRenderConnection:Disconnect()
ArrestState.arrestAllRenderConnection = nil
end
end
end
})
ArrestTab:AddButton({
Name = "Refresh Player List",
Callback = function()
arrestPlayerDropdown:Refresh(getPlayerList(), true)
end
})
CharacterTab:AddSection({Name = "Movement"})
CharacterTab:AddToggle({
Name = "Noclip",
Description = "Walk through walls",
Default = false,
Flag = "noclip",
Callback = function(value)
CharacterState.noclipEnabled = value
setupNoclip()
end
})
CharacterTab:AddToggle({
Name = "TPWalk",
Description = "Teleport-based walking",
Default = false,
Flag = "tpwalk",
Callback = function(value)
CharacterState.TPWalk = value
setupTPWalk()
end
})
CharacterTab:AddSlider({
Name = "TPWalk Speed",
Min = 0.5,
Max = 5,
Default = 1,
Decimals = 1,
Flag = "tpwalk_speed",
Callback = function(value)
CharacterState.TPWalkSpeed = value
end
})
CharacterTab:AddToggle({
Name = "Custom Walkspeed",
Default = false,
Flag = "walkspeed_enabled",
Callback = function(value)
CharacterState.walkspeedEnabled = value
setupWalkspeed()
end
})
CharacterTab:AddSlider({
Name = "Walkspeed Value",
Min = 16,
Max = 200,
Default = 50,
Decimals = 0,
Flag = "walkspeed_value",
Callback = function(value)
if CharacterState.walkspeedEnabled then
setupWalkspeed()
end
end
})
CharacterTab:AddDivider()
CharacterTab:AddSection({Name = "Actions"})
CharacterTab:AddToggle({
Name = "Sitbot",
Description = "Always sitting (works with TPWalk)",
Default = false,
Flag = "sitbot",
Callback = function(value)
CharacterState.sitbotEnabled = value
setupSitbot()
end
})
CharacterTab:AddToggle({
Name = "Ultra Instinct",
Description = "Rapid random teleportation (dodge attacks)",
Default = false,
Flag = "ultra_instinct",
Callback = function(value)
CharacterState.ultraInstinctEnabled = value
setupUltraInstinct()
end
})
CharacterTab:AddDivider()
CharacterTab:AddSection({Name = "Protection"})
CharacterTab:AddToggle({
Name = "Godmode",
Description = "Auto respawns you before you die",
Default = false,
Flag = "godmode",
Callback = function(value)
CharacterState.godmodeEnabled = value
setupGodmode()
end
})
VisualTab:AddSection({Name = "ESP"})
VisualTab:AddToggle({
Name = "Enable ESP",
Default = false,
Flag = "esp_enabled",
Callback = function(value)
VisualState.espEnabled = value
if value then
task.spawn(function()
while VisualState.espEnabled do
updateAllVisuals()
task.wait(1)
end
end)
else
clearESP()
end
end
})
VisualTab:AddToggle({
Name = "Box ESP",
Default = false,
Flag = "box_esp",
Callback = function(value)
VisualState.boxESPEnabled = value
if value then
task.spawn(function()
while VisualState.boxESPEnabled do
updateAllVisuals()
task.wait(1)
end
end)
else
for _, obj in pairs(VisualState.boxESPObjects) do
if obj then obj:Destroy() end
end
VisualState.boxESPObjects = {}
end
end
})
VisualTab:AddColorPicker({
Name = "Box Color",
Default = Color3.fromRGB(255, 0, 0),
Flag = "box_color",
Callback = function()
updateAllVisuals()
end
})
VisualTab:AddToggle({
Name = "Health Bars",
Default = false,
Flag = "health_bars",
Callback = function(value)
VisualState.healthBarsEnabled = value
if value then
task.spawn(function()
while VisualState.healthBarsEnabled do
updateAllVisuals()
task.wait(1)
end
end)
else
clearESP()
end
end
})
VisualTab:AddToggle({
Name = "Distance Display",
Default = false,
Flag = "distance_esp",
Callback = function(value)
VisualState.distanceEnabled = value
if value then
task.spawn(function()
while VisualState.distanceEnabled do
updateAllVisuals()
task.wait(1)
end
end)
else
clearESP()
end
end
})
VisualTab:AddToggle({
Name = "Skeleton ESP",
Default = false,
Flag = "skeleton_esp",
Callback = function(value)
VisualState.skeletonESPEnabled = value
if value then
task.spawn(function()
while VisualState.skeletonESPEnabled do
updateAllVisuals()
task.wait(1)
end
end)
else
clearESP()
end
end
})
VisualTab:AddColorPicker({
Name = "Skeleton Color",
Default = Color3.fromRGB(255, 255, 255),
Flag = "skeleton_color",
Callback = function()
updateAllVisuals()
end
})
VisualTab:AddToggle({
Name = "Chams",
Default = false,
Flag = "chams",
Callback = function(value)
VisualState.chamsEnabled = value
if value then
task.spawn(function()
while VisualState.chamsEnabled do
updateAllVisuals()
task.wait(1)
end
end)
else
clearESP()
end
end
})
VisualTab:AddColorPicker({
Name = "Chams Color",
Default = Color3.fromRGB(255, 100, 255),
Flag = "chams_color",
Callback = function()
updateAllVisuals()
end
})
VisualTab:AddToggle({
Name = "Show Names",
Default = true,
Flag = "esp_name",
Callback = function()
if VisualState.espEnabled then
updateAllVisuals()
end
end
})
VisualTab:AddToggle({
Name = "ESP Team Check",
Default = true,
Flag = "esp_team_check",
Callback = function()
updateAllVisuals()
end
})
VisualTab:AddColorPicker({
Name = "ESP Color",
Default = Color3.fromRGB(255, 100, 100),
Flag = "esp_color",
Callback = function()
updateAllVisuals()
end
})
VisualTab:AddDivider()
VisualTab:AddSection({Name = "Tracers"})
VisualTab:AddToggle({
Name = "Enable Tracers",
Default = false,
Flag = "tracers_enabled",
Callback = function(value)
VisualState.tracersEnabled = value
if value then
task.spawn(function()
while VisualState.tracersEnabled do
updateTracers()
task.wait(0.5)
end
end)
else
clearTracers()
end
end
})
VisualTab:AddToggle({
Name = "Tracer Team Check",
Default = true,
Flag = "tracer_team_check",
Callback = function()
if VisualState.tracersEnabled then
updateTracers()
end
end
})
VisualTab:AddColorPicker({
Name = "Tracer Color",
Default = Color3.fromRGB(100, 150, 255),
Flag = "tracer_color",
Callback = function()
if VisualState.tracersEnabled then
updateTracers()
end
end
})
VisualTab:AddDivider()
VisualTab:AddSection({Name = "Theme"})
VisualTab:AddDropdown({
Name = "Select Theme",
List = {"dark", "blossom", "greenapple", "ocean", "sunset", "midnight"},
Default = "midnight",
Callback = function(value)
Window:SetTheme(value)
end
})
TeleportTab:AddSection({Name = "Quick Teleport"})
local teleportList = {}
for name, _ in pairs(quickTeleports) do
table.insert(teleportList, name)
end
table.sort(teleportList)
TeleportTab:AddDropdown({
Name = "Location",
List = teleportList,
Default = teleportList[1],
Flag = "teleport_location"
})
TeleportTab:AddButton({
Name = "Teleport",
Color = Color3.fromRGB(100, 150, 255),
Callback = function()
local location = Window:GetFlag("teleport_location")
local position = quickTeleports[location]
if position then
local character = LocalPlayer.Character
if character then
local hrp = character:FindFirstChild("HumanoidRootPart")
if hrp then
hrp.CFrame = CFrame.new(position)
end
end
end
end
})
TeamTab:AddSection({Name = "Team Switcher"})
local teamParagraph = TeamTab:AddParagraph({
Title = "Current Team",
Content = "Loading..."
})
task.spawn(function()
while true do
task.wait(1)
if LocalPlayer.Team then
teamParagraph:SetContent(LocalPlayer.Team.Name)
else
teamParagraph:SetContent("No Team")
end
end
end)
TeamTab:AddDivider()
TeamTab:AddButton({
Name = "Switch to Neutral",
Color = Color3.fromRGB(150, 150, 150),
Callback = function()
switchTeam("Neutral")
end
})
TeamTab:AddButton({
Name = "Switch to Guard",
Color = Color3.fromRGB(60, 120, 255),
Callback = function()
switchTeam("Guard")
end
})
TeamTab:AddButton({
Name = "Switch to Inmate",
Color = Color3.fromRGB(255, 140, 60),
Callback = function()
switchTeam("Inmate")
end
})
TeamTab:AddButton({
Name = "Switch to Criminal",
Color = Color3.fromRGB(255, 60, 60),
Callback = function()
switchTeam("Criminal")
end
})
GunTab:AddSection({Name = "Auto Grab"})
GunTab:AddToggle({
Name = "Enable Auto Grab",
Description = "Auto grab guns on respawn",
Default = false,
Flag = "auto_grab"
})
GunTab:AddToggle({
Name = "Death Return",
Description = "Return to death position after grabbing guns",
Default = true,
Flag = "death_return"
})
GunTab:AddDropdown({
Name = "Grab Method",
List = {"Remote", "Teleport"},
Default = "Teleport",
Flag = "grab_method"
})
GunTab:AddDivider()
GunTab:AddSection({Name = "Guns to Grab"})
GunTab:AddToggle({
Name = "Remington 870",
Default = true,
Flag = "grab_remington"
})
GunTab:AddToggle({
Name = "M9",
Default = false,
Flag = "grab_m9"
})
GunTab:AddToggle({
Name = "AK-47",
Default = false,
Flag = "grab_ak47"
})
GunTab:AddToggle({
Name = "M4A1",
Default = false,
Flag = "grab_m4a1"
})
GunTab:AddDivider()
GunTab:AddButton({
Name = "Grab Guns Now",
Color = Color3.fromRGB(60, 180, 100),
Callback = function()
autoGrabGuns()
end
})
Mouse.Button1Down:Connect(function()
if CombatState.silentAimEnabled then
silentAimShoot()
end
if CombatState.clickKillEnabled then
local player = getPlayerFromMouse()
if player then
killPlayer(player)
end
end
if CombatState.clickArrestEnabled then
local player = getPlayerFromMouse()
if player then
arrestPlayerNow(player)
end
end
end)
Services.UserInputService.TouchTap:Connect(function()
if CombatState.silentAimEnabled then
silentAimShoot()
end
if CombatState.clickKillEnabled then
local player = getPlayerFromMouse()
if player then
killPlayer(player)
end
end
if CombatState.clickArrestEnabled then
local player = getPlayerFromMouse()
if player then
arrestPlayerNow(player)
end
end
end)
LocalPlayer.CharacterAdded:Connect(function(character)
GunState.shotPlayers = {}
GunState.currentGun = nil
GunState.gunStats = nil
CombatState.targetedPlayer = nil
local humanoid = character:WaitForChild("Humanoid")
humanoid.Died:Connect(function()
local hrp = character:FindFirstChild("HumanoidRootPart")
if hrp then
CharacterState.deathPosition = hrp.CFrame
end
if TargetingState.loopKillActive or ArrestState.loopArrestActive then
humanoid.Sit = false
end
end)
character:WaitForChild("HumanoidRootPart")
if Window:GetFlag("auto_grab") then
task.wait(1)
autoGrabGuns()
end
if Window:GetFlag("noclip") then
setupNoclip()
end
if Window:GetFlag("walkspeed_enabled") then
task.wait(0.5)
setupWalkspeed()
end
if Window:GetFlag("godmode") then
task.wait(0.5)
setupGodmode()
end
if Window:GetFlag("tpwalk") then
setupTPWalk()
end
if Window:GetFlag("sitbot") then
setupSitbot()
end
if Window:GetFlag("spinbot") then
setupSpinbot()
end
if Window:GetFlag("ultra_instinct") then
setupUltraInstinct()
end
raycastParams.FilterDescendantsInstances = {character}
end)
if LocalPlayer.Character then
local character = LocalPlayer.Character
local humanoid = character:FindFirstChild("Humanoid")
if humanoid then
humanoid.Died:Connect(function()
local hrp = character:FindFirstChild("HumanoidRootPart")
if hrp then
CharacterState.deathPosition = hrp.CFrame
end
end)
end
raycastParams.FilterDescendantsInstances = {character}
end
Services.Players.PlayerRemoving:Connect(function(player)
if player == LocalPlayer then
clearESP()
clearTracers()
end
end)
Services.Players.PlayerAdded:Connect(function()
task.wait(1)
if targetPlayerDropdown then
targetPlayerDropdown:Refresh(getPlayerList(), true)
end
if autoShootTargetDropdown then
autoShootTargetDropdown:Refresh(getPlayerList(), true)
end
if ignorePlayerDropdown then
ignorePlayerDropdown:Refresh(getPlayerList(), true)
end
if arrestPlayerDropdown then
arrestPlayerDropdown:Refresh(getPlayerList(), true)
end
end)
Services.Players.PlayerRemoving:Connect(function(player)
TargetingState.ignoredPlayers[player.Name] = nil
if TargetingState.targetSpecificPlayer == player then
TargetingState.targetSpecificPlayer = nil
currentTargetParagraph:SetContent("None - Will target closest player")
end
if TargetingState.loopKillTarget == player then
TargetingState.loopKillActive = false
TargetingState.loopKillTarget = nil
Window:SetFlag("quick_loop_kill", false, true)
end
if ArrestState.loopArrestTarget == player then
ArrestState.loopArrestActive = false
ArrestState.loopArrestTarget = nil
Window:SetFlag("loop_arrest_player", false, true)
end
task.wait(1)
if targetPlayerDropdown then
targetPlayerDropdown:Refresh(getPlayerList(), true)
end
if autoShootTargetDropdown then
autoShootTargetDropdown:Refresh(getPlayerList(), true)
end
if ignorePlayerDropdown then
ignorePlayerDropdown:Refresh(getPlayerList(), true)
end
if arrestPlayerDropdown then
arrestPlayerDropdown:Refresh(getPlayerList(), true)
end
end)
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