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Copy the script and paste it into your executor.
Rayfield = (:())()
Window = Rayfield:({
Name = ,
LoadingTitle = ,
LoadingSubtitle = ,
ConfigurationSaving = {
Enabled = ,
FolderName = ,
FileName =
}
})
RunService = :()
Players = :()
LocalPlayer = Players.LocalPlayer
Camera = .CurrentCamera
UserInputService = :()
AimbotEnabled =
TurnBotEnabled =
ESPEnabled =
TeamCheck =
Smoothness =
FOVRadius =
ShowFOV =
FOVCircle = .()
FOVCircle.Thickness =
FOVCircle.Color = .(, , )
FOVCircle.Transparency =
FOVCircle.Visible =
(player)
TeamCheck
player.Team LocalPlayer.Team
player.Team ~= LocalPlayer.Team
(targetPart)
raycastParams = RaycastParams.()
raycastParams.FilterDescendantsInstances = {LocalPlayer.Character, targetPart.Parent}
raycastParams.FilterType = .RaycastFilterType.Exclude
result = :(Camera.CFrame.Position, (targetPart.Position - Camera.CFrame.Position), raycastParams)
result ==
MainTab = Window:(, )
MainTab:()
MainTab:({
Name = ,
CurrentValue = ,
Callback = (Value) AimbotEnabled = Value ,
})
MainTab:({
Name = ,
CurrentValue = ,
Info = ,
Callback = (Value) TurnBotEnabled = Value ,
})
MainTab:({
Name = ,
Range = {, },
Increment = ,
CurrentValue = ,
Callback = (Value) FOVRadius = Value ,
})
MainTab:({
Name = ,
Range = {, },
Increment = ,
CurrentValue = ,
Callback = (Value) Smoothness = Value ,
})
MainTab:()
MainTab:({
Name = ,
CurrentValue = ,
Callback = (Value) ShowFOV = Value ,
})
MainTab:({
Name = ,
CurrentValue = ,
Callback = (Value) ESPEnabled = Value ,
})
MainTab:({
Name = ,
CurrentValue = ,
Callback = (Value) TeamCheck = Value ,
})
(player)
player.CharacterAdded:((char)
head = char:(, )
head
billboard = .(, head)
billboard.AlwaysOnTop =
billboard.Size = .(, , , )
billboard.StudsOffset = .(, , )
label = .(, billboard)
label.BackgroundTransparency =
label.Size = .(, , , )
label.TextColor3 = .(, , )
label.Font = .Font.Code
label.TextStrokeTransparency =
RunService.RenderStepped:(()
char:() billboard:()
billboard.Enabled = ESPEnabled (player)
billboard.Enabled
dist = .((head.Position - Camera.CFrame.Position).Magnitude)
label.Text = .(, player.Name, dist)
)
)
_, p (Players:()) p ~= LocalPlayer (p)
Players.PlayerAdded:(applyESP)
RunService.RenderStepped:(()
FOVCircle.Position = UserInputService:()
FOVCircle.Radius = FOVRadius
FOVCircle.Visible = ShowFOV AimbotEnabled
(AimbotEnabled TurnBotEnabled)
bestTarget =
targetIsBehind =
_, player (Players:())
player ~= LocalPlayer (player) player.Character
head = player.Character:()
hum = player.Character:()
head hum hum.Health >
screenPos, onScreen = Camera:(head.Position)
relativeVector = (head.Position - Camera.CFrame.Position)
isBehind = Camera.CFrame.LookVector:(relativeVector.unit) <
(head)
AimbotEnabled onScreen
mouse = UserInputService:()
dist = (.(screenPos.X, screenPos.Y) - mouse).Magnitude
dist < FOVRadius
bestTarget = head
targetIsBehind =
TurnBotEnabled isBehind bestTarget
bestTarget = head
targetIsBehind =
bestTarget
targetCF = .(Camera.CFrame.Position, bestTarget.Position)
Camera.CFrame = Camera.CFrame:(targetCF, Smoothness)
)
Rayfield:()Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: sirius.menu.
This high-performance combat enhancement suite is designed for precision and discretion. Built on the **AIMBOT** framework, this script prioritizes a "legit-play" feel by utilizing advanced line-of-sight checks and customizable smoothing, ensuring you only lock onto targets you can actually hit. The system uses a smart head-lock aimbot that relies on a strict visibility engine. By employing real-time raycasting to detect cover, the script ensures it never locks onto players hidden behind walls, crates, or terrain, which helps prevent obvious tracking movements. It maintains headshot priority by automatically calculating and snapping to the enemy's head for maximum damage efficiency. You can manage how these movements appear through dynamic smoothing, using a fully adjustable slider to transition from a sharp "hard lock" to a more natural, human-like dragging motion. For combat awareness, the suite includes an ESP system that provides visual identification by displaying enemy names and real-time distance in meters directly over character models. This always-on-top rendering allows you to track enemy rotations and movements before they peek from behind obstacles. To keep the interf

Universal