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[ROBLOX] Base Wars Kick Bypass + Aimbot

Trapstar

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Aug 6, 2018
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Game link: https://www.roblox.com/games/18164449/2-Team-Map-Terrain-Base-Wars

Script:
[hide]
Code:
game.ReplicatedStorage.EventHandlers.ECheck:Destroy()
[/hide]

Aimbot Script:
[hide]
Code:
--   /$$$$$$  /$$$$$$ /$$      /$$ /$$      /$$  /$$$$$$  /$$$$$$$  /$$   /$$  /$$$$$$         /$$$$$$       /$$
--  /$$__  $$|_  $$_/| $$$    /$$$| $$  /$ | $$ /$$__  $$| $$__  $$| $$  /$$/ /$$__  $$       /$$__  $$    /$$$$
-- | $$  \ $$  | $$  | $$$$  /$$$$| $$ /$$$| $$| $$  \ $$| $$  \ $$| $$ /$$/ | $$  \__/      |__/  \ $$   |_  $$
-- | $$$$$$$$  | $$  | $$ $$/$$ $$| $$/$$ $$ $$| $$  | $$| $$$$$$$/| $$$$$/  |  $$$$$$          /$$$$$/     | $$
-- | $$__  $$  | $$  | $$  $$$| $$| $$$$_  $$$$| $$  | $$| $$__  $$| $$  $$   \____  $$        |___  $$     | $$
-- | $$  | $$  | $$  | $$\  $ | $$| $$$/ \  $$$| $$  | $$| $$  \ $$| $$\  $$  /$$  \ $$       /$$  \ $$     | $$
-- | $$  | $$ /$$$$$$| $$ \/  | $$| $$/   \  $$|  $$$$$$/| $$  | $$| $$ \  $$|  $$$$$$/      |  $$$$$$//$$ /$$$$$$
-- |__/  |__/|______/|__/     |__/|__/     \__/ \______/ |__/  |__/|__/  \__/ \______/        \______/|__/|______/
-- "IT ACTUALLY WORKS THIS TIME"


-- AIMWORKS 3.1: NEARLY DECENT..
-- THE GREATEST AIMBOT ON ROBLOX
-- AND PROBABLY THE BUGGIEST TOO
-- BUT WHATEVER IT'S GOOD ENOUGH
-- WRITTEN BY UNREAL AND SCAPTER
-- THANKS AUSTIN, CACA22, SAFAZI
-- THANKS THETRUERIAS TOO UR GR8
-- THANKS FOR CHOOSING FAZE SHIT
-- SHOUTOUT TO CHROME/XETRICS XD

-- i should probably be using userinputservice
-- tbh i shud probably get working on proper FOV stuffs 
-- prune dead vars
-- FOV restrictions 
-- ESPP :D(Chams - Scap)

-- added in this version (3.1): huge amount of bug fixes, even uglier code (i keep impressing myself with how bad this can get... i need 2 rewrite this soon),  

local accuracy = 1000
local aimkey = "f"
local toggle_teamcheck = "h" --Ez-Pz Fix so people don't have to rejoin on FFA/TDM Games.
local headshot = 35
local ignoreFOV    =  true
local ignoreWalls  =  true
local perfect_aim  =  true
local perfect_aim_firstperson_distance = 28
local rage_triggers = false --Elysian Only
local RenderLassos =  true
local ShootingTeam =  false -- will target neutral people anyways XDDD
local SpreadControlRadius = Vector3.new(35, 35, 35) -- the larger you make those numbers the more likely your bullet is to hit. anything above 25, 25, 25 is a bit much. try 15, 15, 5
local trigger_speed = 0.1
local triggers  =  false --Elysian Only
local Chams = false --Buggy

--Player Whitelist(People who don't get shot at.)
local Whitelist = {"ihanks", "Lua_Environment", "like_clockwork", "Gin_Freecs", "AimWorks"}
for i,v in pairs(game.Players:GetChildren()) do  --Adds anyone in-game who's friends with the Currenet player into the list.
   if game.Players.LocalPlayer:IsFriendsWith(v.userId) then 
       table.insert(Whitelist, v.Name) 
   end 
end

game.Players.PlayerAdded:connect(function(player) --Adds friends to whitelist if they're just joining the game.
   if game.Players.LocalPlayer:IsFriendsWith(player.userId) then
       table.insert(Whitelist, player.Name)
   end
end)

-- todo --
_G.SwordFightMode = false -- stuff that i am testing goes in _G. so i can toggle it

-- aim engine vars
-- todo: more priorities
-- prune dead vars
local aim_through_list = {nil, nil, nil}
local bone_name
local camera = workspace.CurrentCamera
local closest_distance
local deathBlock
local distance
local FilteringEnabled = workspace.FilteringEnabled
local huge = math.huge
local in_fov
local lasso
local localplayer = game:GetService("Players").LocalPlayer
local most_viable_player
local mouse = localplayer:GetMouse()
local CreatorId = game.CreatorId
local players_service = game:GetService("Players")
local position
local random = math.random
local ray = Ray.new
local ray_start
local running = true
local sleeping
local target
local tele_bone
local targ_bone
local ticksslept = 0
local trigger_debounce
local vector
local viableplayers = {}

local function FindInstance(instance_className, search_directory) -- i can inline this in a LOT of places... plus i can very very easily make this return a table of all found parts if a certain parameter is passed... might add that feature to my boilerplate

   if not search_directory then return end

   for i, v in pairs(search_directory:GetChildren()) do
       if v.className == instance_className then
           return(v)
       end
   end

end

local function CreateBlockOfDeath()

   if deathBlock then deathBlock:Destroy() end

   deathBlock = Instance.new("Part", workspace)
   deathBlock.CanCollide = false
   deathBlock.Size = SpreadControlRadius
   deathBlock.Locked = true
   mouse.TargetFilter = deathBlock
   return deathBlock -- unnecessary

end -- Finished

local function ReturnsScreenCoordinatesAsVectorAndFOVChecksAsBool(player, bone) -- note: figure out what i wanted to do with datas in here

   if not bone then
       return {_, false}
   end

   return camera:WorldToScreenPoint(player.Character[bone].Position)

end

local function ReturnsPlayerCheckResults(player)

   -- Checks teams. If we won't shoot teammates and they're a teammate when we're not neutral, target them. We do this now because it can save a lot of FPS.
   if not ShootingTeam then -- if not shooting teammates
       if player.TeamColor == localplayer.TeamColor then -- if we're not shooting teammates and they're teammates
           if not (player.Neutral and localplayer.Neutral) then -- if we're not shooting teammates and they're teammates and they're not neutral
               return false
           end
       end
   end
   
   --Read through player 'Whitelist'
   for i,v in pairs(Whitelist) do
       if player.Name == v then
           return false
       end
   end
   
   -- Checks if person is yourself.
   if player == localplayer then
       return false
   end

   -- Checks if the player can be hurt.
   if FindInstance("ForceField", player.Character) or FindInstance("Humanoid", player.Character, true).MaxHealth == huge then
       return false
   end

   -- Checks if they're dead.
   if FindInstance("Humanoid", player.Character, true).Health == 0 then
       return false
   end

   -- Checks if person is in FOV.
   local screen_position, in_fov = ReturnsScreenCoordinatesAsVectorAndFOVChecksAsBool(player, "Torso")
   if not (in_fov or ignoreFOV) then
       return false
   else
       return player, screen_position
   end

end

local function ReturnsBoneOrFalse(player)

   if perfect_aim then
       return (FilteringEnabled and "Head" or "Left Arm") -- should be Head or left arm
   end

   if not (random(1, 100) <= accuracy) then
       return false
   end

   if (random(1, 100) <= headshot) and FilteringEnabled then
       return "Head"
   end

   return "Left Arm" -- should be left arm

end


-- rewrite for cursor distance checks then optimize
local function ReturnsViablePlayerOrNil() -- this is a clusterfuck i should probably branch this off into more functions... especially one for raycasting
   aim_through_list[1], aim_through_list[2] = deathBlock, localplayer.Character
   local distance = 1000
   local closest_distance = 1000
   local most_viable_player = nil

   -- FPS optimizations for shitty pcs... should more than double FPS in some situations. not really necessary for me :D..
   -- if sleeping and ticksslept ~= 15 then
   --     ticksslept = ticksslept + 1
   --     return target
   -- end

   local your_character = localplayer.Character
   local your_head = your_character and your_character:FindFirstChild "Head"

   for i, player_being_checked in pairs(players_service:GetPlayers()) do -- getplayers is underrated

       local player_or_false, targets_coordinates = ReturnsPlayerCheckResults(player_being_checked)

       if player_or_false then

           local char = player_being_checked.Character
           local target_torso = char and char:FindFirstChild "Torso" -- where the ray will aim/shoot for

           if target_torso then

               -- phantom fuckery tbh
               -- aim ahead (why arent we just taking advantage of ignorerays austin tf) of gun sights... Swag :O
               if (camera.Focus.p - camera.CoordinateFrame.p).magnitude <= 1 then
                   ray_start = your_head.Position + your_head.CFrame.lookVector * 10 + Vector3.new(0, 3, 0)
               else
                   ray_start = your_head.Position + Vector3.new(0, 2, 0)
               end

               -- ray_start = your_head.Position + your_head.CFrame.lookVector * 10 + Vector3.new(0, 3, 0) -- doododoo do DOODODOododoDoERFAhaagr

               if not targets_coordinates then -- unnecessary rn
                   distance = (Vector2.new(targets_coordinates.X, targets_coordinates.Y) - Vector2.new(mouse.X, mouse.Y)).magnitude -- broken
               else
                   distance = (Vector2.new(targets_coordinates.X, targets_coordinates.Y) - Vector2.new(mouse.X, mouse.Y)).magnitude
               end
               vector = (target_torso.Position - ray_start)

               -- distance = vector -- bug

               if (not targets_coordinates) or (distance <= closest_distance) then

                   -- create ray that starts at 'ray_start' and points towards the target
                   local new_ray = ray(ray_start, vector.unit * 1000) -- "fire" ray and make sure to ignore our own character
                   local hit, position = workspace:FindPartOnRayWithIgnoreList(new_ray, aim_through_list) -- check if the ray hit anything and if it's a descendant of the target's character

                   if (hit and hit:isDescendantOf(char)) or ignoreWalls then
                       -- only change closest_distance if the target character is visible
                       closest_distance = distance
                       most_viable_player = player_being_checked
                   end -- hit or ignore walls

               end -- meets distance or no priority

           end -- closes player_or_false

       end -- closes player_or_false check
   end -- closes table loop

   blockName = ReturnsBoneOrFalse(most_viable_player)
   sleeping = true
   return most_viable_player

end -- closes function


function CreateChams()
if Chams then
   for i,v in pairs(camera:GetChildren()) do
       v:Destroy()
   end
        for q,player in pairs(game.Players:GetPlayers()) do
           if player.Character.Head:FindFirstChild("face") then
               player.Character.Head.face:Destroy()
           end
           if player.Character.Head:FindFirstChild("BoxHandleAdornment") then
              local ESP = false
          else
                  if player.Name ~= localplayer.Name then
               for i,v in pairs(player.Character:GetChildren()) do
                   if v:IsA("BasePart") then
                       if v.Name ~= "Head" then
                       local fakeChams = Instance.new("BoxHandleAdornment", v)
                       local esp = Instance.new("BoxHandleAdornment", camera)
                       for c,w in pairs(Whitelist) do
                           if player.Name == w then
                           esp.Color3 = Color3.new(0,0,255)
                           esp.Adornee = v
                           esp.AlwaysOnTop = true
                       else
                           if player.TeamColor == localplayer.TeamColor then
                            esp.Color3 = Color3.new(0,255,0)
                            esp.Adornee = v
                            esp.AlwaysOnTop = true
                        else
                            if player.TeamColor ~= localplayer.TeamColor then
                                   esp.Color3 = Color3.new(255,0,0)
                                   esp.Adornee = v
                                   esp.AlwaysOnTop = true
                                           end
                                       end
                                   end
                               end  
                           end 
                       end  
                   end
               end
           end
       end
   end
end 

CreateChams()

game.Workspace.ChildAdded:connect(function(child)
   if child:IsA("Model") or child:IsA("Folder") then
       CreateChams()
   end
end)

game.Workspace.ChildRemoved:connect(function(child)
   if child:IsA("Model") or child:IsA("Folder") then
       CreateChams()
   end
end)

game.Players.LocalPlayer.Changed:connect(function()
   CreateChams()
end)

local function TargetPlayer(player) -- this needs to be refactored

   -- not needed anymore unless you want sticky aim (this can be a good thing) or the aimbot lags you
   -- sticky aim would be defined as "wont instantly target another guy if they enter the screen"

   -- if ticksslept == 15 then -- ok
   --     ticksslept = 0
   --     sleeping = false
   -- end
   
   if aim_through_list[3] then
       aim_through_list[3].Position = aim_through_list[3].Position + Vector3.new(0,200,0)
       table.remove(aim_through_list, 3)
   end

   if not player then -- i see this and i pretty much give up on rewriting
       if lasso then lasso:Destroy() lasso = nil end -- this feels wrong. i cant stand reusing code outside functions >:(
       target = nil
       lasso = Instance.new("SelectionPointLasso", camera)
       lasso.Humanoid, lasso.Point = FindInstance("Humanoid", localplayer.Character, true), mouse.Hit.p
       lasso.Color3 = Color3.new(0,255,0)
       return -- this one line here determines a surprising amount about how the aimbot works XD
       -- thats not a good thing :(
   end

   if RenderLassos then -- should be snaplassos... always gon be lassos tbh
       if lasso then lasso:Destroy() lasso = nil end
       lasso = Instance.new("SelectionPartLasso", camera)
       lasso.Humanoid, lasso.Part = FindInstance("Humanoid", player.Character, true), game.Players.LocalPlayer.Character.Torso
       lasso.Color3 = Color3.new(0,255,0)
   end

   bone_name = ReturnsBoneOrFalse(player)

   if player.Character.Head and bone_name then
       -- this lets us force headshots :D
       tele_bone = player.Character[bone_name]
       tele_bone.Parent = player.Character
       tele_bone.Size = SpreadControlRadius
       tele_bone.CanCollide = false
       tele_bone.CFrame = CFrame.new(workspace.CurrentCamera.CoordinateFrame.p + workspace.CurrentCamera.CoordinateFrame.lookVector * perfect_aim_firstperson_distance, workspace.CurrentCamera.CoordinateFrame.p) -- // thx to my main man safazi,,,, for this and for showing me the magic of coordinateframe <3
       tele_bone.Transparency=1
       tele_bone:ClearAllChildren()
       table.insert(aim_through_list, 3, tele_bone)
       -- swager
       target = player
       return player

   end

   if bone_name then
       deathBlock.Parent = player.Character
       deathBlock.CanCollide = false
       deathBlock.Name = bone_name
   else
       return
   end

   target = player
   return player

end


--[[

INIT PROCESS DOCUMENTATION:

1] CREATE DEATHBLOCK
2] MAKE DEATHBLOCK REGENERATE
3] USE BINDTORENDERSTEP TO START AIMBOT LOOP
4] DETECT KEY INPUT (WITHOUT USERINPUTSERVICE. I KNOW THAT IM LAME)

]]--


CreateBlockOfDeath()
workspace.DescendantRemoving:connect(function(instance)
   if instance == deathBlock then CreateBlockOfDeath() end
end)
-- Keeps blockie safe :33 XD

-- test? havent tried
local function shoot() -- elysian only :33333 XDd. bother jordan, not mememememe.

   if not mouse1press then return end

   if trigger_debounce then return end

   trigger_debounce = true

   if rage_triggers and mouse1press() then

       mouse1press()
       wait(0.1)
       mouse1release()

   elseif mouse1press then

       mouse1press()
       wait(0)
       mouse1release()
       wait(trigger_speed)

   end

   trigger_debounce = false

end

-- refaactorrrr
game:GetService("RunService"):BindToRenderStep("First", Enum.RenderPriority.First.Value, function() -- another clusterfuck

   if running then
       if localplayer.Character then -- pretty sure i do this in getviableplayer lmao tbh
           TargetPlayer(ReturnsViablePlayerOrNil())
           if target and target.Character then
               if localplayer:GetMouse().Target == deathBlock then return end -- praise targetfilter!
               -- later
               -- deathBlock.CFrame = CFrame.new(localplayer.Character.Head.Position + (mouse.Hit.p + localplayer.Character.Head.Position).unit * 16)
               -- print(deathBlock)
               if triggers then shoot() end
           else
               deathBlock.Parent = workspace
           end
       end
   end

end)

local keydown = mouse.KeyDown:connect(function(keys)
   if (keys == aimkey) then
       running = not running
       if (running) then
           print("[SILENTAIM] activated.")
       else
           print("[SILENTAIM] deactivated.")
       end
   end
end)

local keydowns = mouse.KeyDown:connect(function(keys)
   if (keys == toggle_teamcheck) then
       if (ShootingTeam) then
           print("[SILENTAIM] Team Shooting deactivated")
           ShootingTeam = false
       else
           print("[SILENTAIM] Team Shooting activated")
           ShootingTeam = true
       end
   end
end)
[/hide]
 
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