Run it
Copy the script and paste it into your executor.
. config = {
Aimbot = {
Enabled = ,
Smoothness = ,
FOV = ,
Priority = ,
TargetPart = ,
},
ESP = {
Players = ,
Auras = ,
Collectibles = ,
ColorPlayers = .(, , ),
ColorAuras = .(, , ),
ColorCollectibles = .(, , ),
Transparency = ,
},
AutoClaim = {
Enabled = ,
ClaimRadius = ,
},
AutoUpgrade = {
Enabled = ,
Priority = ,
MaxLevel = ,
UpgradeDelay = ,
},
Teleport = {
Key = .KeyCode.T,
},
AntiAFK = {
Enabled = ,
Interval = ,
MovementType = ,
},
AntiDetection = {
RandomizeName = ,
Interval = ,
},
Debug = {
ShowLogs = ,
},
}
(msg, level)
config.Debug.ShowLogs
prefix =
color =
level ==
color =
level ==
color =
level ==
color =
(prefix .. .. color .. .. msg .. )
(v1, v2)
(v1 - v2).magnitude
(origin, targets)
closest =
minDist = .huge
_, target (targets)
dist = (origin.Position, target.Position)
dist < minDist
minDist = dist
closest = target
closest
(worldPos)
camera = .CurrentCamera
camera
camera:(worldPos)
(model, color, transparency)
box = .()
box.Parent = .CurrentCamera
box.Adornee = model
box.Size = model.Size
box.Color3 = color
box.Transparency = transparency
box.ZIndex =
box.AlwaysOnTop =
box
(x, min, max)
.(min, .(x, max))
(current, target, speed)
speed = (speed, , )
current:(target, speed)
(length)
str =
i = , length
str = str .. .(.(, ))
str
(targets)
config.Aimbot.Priority ==
char = .Players.LocalPlayer.Character
char char:()
(char.HumanoidRootPart, targets)
config.Aimbot.Priority ==
highestLevelTarget =
highestLevel = -
_, target (targets)
level = target:()
level > highestLevel
highestLevel = level
highestLevelTarget = target
highestLevelTarget
()
config.Aimbot.Enabled
player = .Players.LocalPlayer
character = player.Character
character character:()
hrp = character.HumanoidRootPart
targets = {}
_, p (.Players:())
p ~= player p.Character p.Character:() p.Character.Humanoid.Health >
.(targets, p.Character)
validTargets = {}
_, targetChar (targets)
targetHRP = targetChar:(config.Aimbot.TargetPart)
targetHRP
targetPos = targetHRP.Position
viewportPos, onScreen = (targetPos)
onScreen
screenWidth = .Workspace.CurrentCamera.ViewportSize.X
screenHeight = .Workspace.CurrentCamera.ViewportSize.Y
screenCenter = .(screenWidth / , screenHeight / )
targetScreenPos = .(viewportPos.X, viewportPos.Y)
distanceToCenter = (targetScreenPos - screenCenter).magnitude
distanceToCenter <= screenWidth * (config.Aimbot.FOV / )
.(validTargets, targetHRP)
target = (validTargets)
target
cameraCF = .CurrentCamera.CFrame
targetPosition = target.Position
desiredCF = .(cameraCF.Position, targetPosition)
.CurrentCamera.CFrame = (cameraCF, desiredCF, config.Aimbot.Smoothness)
espBoxes = {}
()
_, box (espBoxes)
box box.Parent
box:()
espBoxes = {}
config.ESP.Players
_, player (.Players:())
player.Character player.Character:() player.Character.Humanoid.Health >
box = (player.Character, config.ESP.ColorPlayers, config.ESP.Transparency)
espBoxes[player.Character] = box
config.ESP.Auras
_, aura (:())
aura:() .(aura.Name, )
box = (aura, config.ESP.ColorAuras, config.ESP.Transparency)
espBoxes[aura] = box
config.ESP.Collectibles
_, collectible (:())
collectible:() .(collectible.Name, )
box = (collectible, config.ESP.ColorCollectibles, config.ESP.Transparency)
espBoxes[collectible] = box
()
config.AutoClaim.Enabled
player = .Players.LocalPlayer
character = player.Character
character character:()
hrp = character.HumanoidRootPart
_, aura (:())
aura:() .(aura.Name, )
(hrp.Position, aura.PrimaryPart.Position) <= config.AutoClaim.ClaimRadius
(hrp, aura.PrimaryPart, )
(hrp, aura.PrimaryPart, )
( .. aura.Name, )
()
config.AutoUpgrade.Enabled
towers = {}
_, obj (:())
obj:() .(obj.Name, )
.(towers, obj)
(tower)
(, tower.Name)
(config.AutoUpgrade.UpgradeDelay)
_, tower (towers)
currentLevel = tower:()
currentLevel < config.AutoUpgrade.MaxLevel
(tower)
()
player = .Players.LocalPlayer
character = player.Character
character character:()
hrp = character.HumanoidRootPart
closestAura =
minDist = .huge
_, aura (:())
aura:() .(aura.Name, )
dist = (hrp.Position, aura.PrimaryPart.Position)
dist < minDist
minDist = dist
closestAura = aura
closestAura
hrp.CFrame = closestAura.PrimaryPart.CFrame * .(, , )
( .. closestAura.Name, )
(, )
()
player = .Players.LocalPlayer
character = player.Character
character character:()
humanoid = character.Humanoid
hrp = character:()
hrp
config.AntiAFK.MovementType ==
humanoid:(.HumanoidStateType.Jumping)
config.AntiAFK.MovementType ==
hrp.CFrame = hrp.CFrame * .(, .(), )
config.AntiAFK.MovementType ==
randomDirection = .(.(-, ), , .(-, )).Unit
hrp.CFrame = hrp.CFrame + randomDirection *
()
config.AntiDetection.RandomizeName
newName = ()
debug.()
.Name = newName
debug.()
( .. newName, )
:().RenderStepped:(aimbot)
:().RenderStepped:(updateESP)
antiAFKTimer = ()
antiDetectionTimer = ()
:().Heartbeat:(()
config.AutoClaim.Enabled
()
config.AutoUpgrade.Enabled
()
config.AntiAFK.Enabled () - antiAFKTimer > config.AntiAFK.Interval
()
antiAFKTimer = ()
config.AntiDetection.RandomizeName () - antiDetectionTimer > config.AntiDetection.Interval
()
antiDetectionTimer = ()
)
:().InputBegan:((input, gameProcessedEvent)
gameProcessedEvent
input.KeyCode == config.Teleport.Key
()
)
library = (:())()
Window = library.(, )
Tab = Window:()
Section = Tab:()
Section:(, , config.Aimbot.Enabled, (state)
config.Aimbot.Enabled = state
)
Section:(, , , , config.Aimbot.Smoothness, (s)
config.Aimbot.Smoothness = s
)
Section:(, , , , config.Aimbot.FOV, (s)
config.Aimbot.FOV = s
)
Tab2 = Window:()
Section2 = Tab2:()
Section2:(, , config.ESP.Players, (state)
config.ESP.Players = state
)
Section2:(, , config.ESP.Auras, (state)
config.ESP.Auras = state
)
Section2:(, , config.ESP.Collectibles, (state)
config.ESP.Collectibles = state
)
Tab3 = Window:()
Section3 = Tab3:()
Section3:(, , config.AutoClaim.Enabled, (state)
config.AutoClaim.Enabled = state
)
Section3:(, , , , config.AutoClaim.ClaimRadius, (s)
config.AutoClaim.ClaimRadius = s
)
Section3:(, , config.AutoUpgrade.Enabled, (state)
config.AutoUpgrade.Enabled = state
)
Tab4 = Window:()
Section4 = Tab4:()
Section4:(, , config.AntiAFK.Enabled, (state)
config.AntiAFK.Enabled = state
)
()
(, )
**Explanation:**
. **Configuration:** This section defines all adjustable settings the exploit, allowing users to customize the behavior of the .
. **Utility Functions:** Provides helper functions tasks such as calculating distance, converting world positions to screen coordinates, creating ESP boxes, clamping values, generating random names. These functions are used throughout the to perform common tasks.
. **Aimbot:** Implements a smooth aimbot feature that targets players within a specified field of view. It uses the to smoothly interpolate the camera. **ESP:** Creates ESP boxes around players, auras, collectibles, making them easier to locate. It uses the to generate the boxes updates their positions every frame.
. **Auto Claim Aura:** Automatically claims auras within a certain radius of the player. It uses the to simulate touching the aura, which triggers the claim event. This may need to be modified based on how the implements aura claiming.
. **Auto Upgrade Towers:** Automatically upgrades towers based on a specified (e.g., damage, range, cost efficiency). It iterates through all towers the upgrades them they are below the maximum level. You need to fill the -specific logic tower detection upgrade.
. **Teleport To Aura:** Teleports the player to the nearest aura when a specified key is pressed.
. **Anti AFK:** Prevents the player from being kicked inactivity by simulating movement jumping.
. **Anti Detection:** Randomizes the . **GUI:** Uses the Kavo UI Library to create a graphical user interface configuring the exploit. This allows users to easily adjust the settings toggle features on off.
**How to Use:**
. Copy the into your Roblox exploit. Adjust the settings the to your preferences.
. Run the .
. Use the GUI to further customize the
**Important Notes:**
* **Game-Specific Logic:** The contains placeholders -specific logic, such as identifying auras, towers, collectibles, upgrading towers. You need to replace these placeholders with the correct code the target .
* **Anti-Cheat Measures:** Be aware that Roblox games may have anti-cheat measures place that can detect prevent the use of exploits. Use this responsibly at your own risk.
* **Updates:** Roblox games are constantly being updated, which may the . You may need to update the periodically to keep it working.
* **Remote Events Functions:** Most Roblox exploits rely on firing remote events calling remote functions to interact with the server. You* **Error Handling:** I have included basic handling, but you can add more robust handling to catch potential issues prevent the from crashing.
* **Optimization:** The is optimized performance, but you can further optimize it by reducing the number of iterations calculations performed each frame.
* **Always test an alt account first.**
Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: raw.githubusercontent.com.
Can someone make a script for UFE (untitled forsaken engine) that makes so u can use the attacks on hangout server? It would be cool (The script in the script area doesn't work)