- Status
- Offline
- Joined
- Mar 3, 2026
- Messages
- 720
- Reaction score
- 457
Tired of the usual garbage—scripts hidden behind five-minute Linkvertise loops and tedious key systems that expire in 24 hours. If you are looking for a clean, keyless solution for your testing/dev hub, this is a solid base to start with.
This isn't just another low-effort paste. It uses the Rayfield library for the UI and implements some decent logic for visibility checks and NPC tracking that most public scripts ignore.
Logic Overview
Technical Specs & Requirements
To run this, you need a decent executor (Xeno or similar) that supports the Drawing library and mousemoverel for the external mouse movement simulation.
Source Snippet
Operational Note
If your executor flags this during insertion, it is usually a false positive due to the loadstring and HTTP calls. Disable your AV and make sure you have the latest environment for your injector.
Anyone tested this on the latest engine build or found certain game anticheats that flag the mousemoverel calls? Drop your logs below.
This isn't just another low-effort paste. It uses the Rayfield library for the UI and implements some decent logic for visibility checks and NPC tracking that most public scripts ignore.
Logic Overview
- Multi-point Wall Check: Instead of just checking the Head or HRP, this implementation checks 6 different body points (extremities) to ensure the aimbot locks correctly in close-quarters combat (CQC).
- Optimized ESP Engine: Uses a lazy-loading cache for Drawing objects and a RenderStepped loop with ghost-cleaning to prevent FPS drops or "ghost" boxes sticking to dead players.
- NPC Integration: Full scanning for models that aren't players, including dedicated ESP colors and aimbot targeting for PvE scenarios.
- Prediction: Simple velocity-based prediction to compensate for ping and movement speed when sniping or using projectile-based tools.
Technical Specs & Requirements
To run this, you need a decent executor (Xeno or similar) that supports the Drawing library and mousemoverel for the external mouse movement simulation.
- Aimbot: Smoothing, Adjustable FOV, Right-Click activation, and Wall Check.
- Visuals: 2D Boxes, Tracers, and Nameplates with distance scaling.
- Fullbright: Overrides lighting ambient/brightness for dark map visibility.
- Prediction: Mathematical lead calculation for moving targets.
- Team Checks: Intelligent filtering to avoid locking on teammates.
Source Snippet
Code:
local Rayfield = loadstring(game:HttpGet('https://sirius.menu/rayfield'))()
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")
local Lighting = game:GetService("Lighting")
local LocalPlayer = Players.LocalPlayer
-- Salvataggio illuminazione originale
local OriginalAmbient = Lighting.Ambient
local OriginalBrightness = Lighting.Brightness
-- Costanti di calcolo ESP
local ESP_CONFIG = {
TOP_OFFSET = Vector3.new(0, 3, 0),
BOTTOM_OFFSET = Vector3.new(0, 3.5, 0),
DISTANCE_DIVISOR = 3.5,
MIN_HEIGHT = 6,
MIN_WIDTH = 4
}
local MIN_BULLET_SPEED = 1
-- STATO LOCALE SICURO (Evita _G, previene conflitti con altri script)
local S = {
Aimbot_Enabled = false,
Aimbot_WallCheck = true,
Aimbot_Target_NPCs = false,
Aim_Smoothing = 0.25,
Aim_FOV = 150,
Show_FOV = false,
ESP_Enabled = false,
Tracers_Enabled = false,
ESP_MaxDistance = math.huge,
NPC_ESP_Enabled = false,
NPC_Tracers_Enabled = false,
NPC_ESP_MaxDistance = 1500,
Fullbright_Enabled = false,
Prediction_Enabled = false,
Bullet_Speed = 1500,
}
-- Caches unificate e ottimizzate
local ESP_Cache = {}
local Visibility_Cache = {}
local Tracked_NPCs = {}
-- Raycast ottimizzato (Creato una sola volta e riutilizzato)
local rayParams = RaycastParams.new()
rayParams.FilterType = Enum.RaycastFilterType.Exclude
local function refreshRayFilter()
local list = {}
local char = LocalPlayer.Character
local cam = workspace.CurrentCamera
if char then table.insert(list, char) end
if cam then table.insert(list, cam) end
rayParams.FilterDescendantsInstances = list
end
-- FOV Circle
local FOVCircle = Drawing.new("Circle")
FOVCircle.Thickness = 1
FOVCircle.Color = Color3.fromRGB(255, 255, 255)
FOVCircle.Transparency = 1
FOVCircle.Filled = false
FOVCircle.Visible = false
-- ==========================================
-- GESTIONE MEMORIA E CLEANUP
-- ==========================================
local function ClearEntityESP(id)
if ESP_Cache[id] then
ESP_Cache[id].Box:Remove()
ESP_Cache[id].Text:Remove()
ESP_Cache[id].Tracer:Remove()
ESP_Cache[id] = nil
end
Visibility_Cache[id] = nil
end
local function HideESP(id)
local cached = ESP_Cache[id]
if not cached then return end
cached.Box.Visible = false
cached.Text.Visible = false
cached.Tracer.Visible = false
end
Players.PlayerRemoving:Connect(function(player)
ClearEntityESP(tostring(player.UserId))
end)
-- ==========================================
-- UNIVERSAL NPC SCANNER
-- ==========================================
local function IsNPC(model)
local hum = model:FindFirstChildOfClass("Humanoid")
if not hum or hum.Health <= 0 then return false end
if not model:FindFirstChild("HumanoidRootPart") then return false end
if Players:GetPlayerFromCharacter(model) then return false end
return true
end
local function CheckAndAddNPC(obj)
if IsNPC(obj) then Tracked_NPCs[obj] = true end
end
local function RemoveNPC(obj)
if Tracked_NPCs[obj] then
Tracked_NPCs[obj] = nil
ClearEntityESP(obj)
end
end
-- Scansione mappa fluida all'avvio
task.spawn(function()
local count = 0
for _, obj in ipairs(workspace:GetDescendants()) do
if obj:IsA("Model") then CheckAndAddNPC(obj) end
count = count + 1
if count % 500 == 0 then task.wait() end
end
end)
workspace.DescendantAdded:Connect(function(obj)
if obj:IsA("Model") then
task.delay(0.5, function() CheckAndAddNPC(obj) end)
end
end)
workspace.DescendantRemoving:Connect(RemoveNPC)
-- ==========================================
-- SMART MULTI-POINT WALL CHECK
-- ==========================================
local function GetVisibility(targetId, char)
local currentTime = tick()
if Visibility_Cache[targetId] and (currentTime - Visibility_Cache[targetId].lastUpdate) < 0.1 then
return Visibility_Cache[targetId].isVisible
end
local cam = workspace.CurrentCamera
if not cam then return false end
-- Controlla 6 punti estremi per il CQC (Close Quarters Combat)
local partsToCheck = {
char:FindFirstChild("Head"),
char:FindFirstChild("HumanoidRootPart"),
char:FindFirstChild("Right Arm") or char:FindFirstChild("RightUpperArm"),
char:FindFirstChild("Left Arm") or char:FindFirstChild("LeftUpperArm"),
char:FindFirstChild("Right Leg") or char:FindFirstChild("RightUpperLeg"),
char:FindFirstChild("Left Leg") or char:FindFirstChild("LeftUpperLeg")
}
local origin = cam.CFrame.Position
local isVisible = false
for _, part in pairs(partsToCheck) do
if part and part:IsA("BasePart") then
local result = workspace:Raycast(origin, part.Position - origin, rayParams)
if result and result.Instance:IsDescendantOf(char) then
isVisible = true
break
end
end
end
Visibility_Cache[targetId] = { isVisible = isVisible, lastUpdate = currentTime }
return isVisible
end
-- ==========================================
-- ESP ENGINE UNIFICATO E OTTIMIZZATO
-- ==========================================
local function DrawESP(id, char, hrp, name, team, isNPC)
local showBox = isNPC and S.NPC_ESP_Enabled or (not isNPC and S.ESP_Enabled)
local showTracer = isNPC and S.NPC_Tracers_Enabled or (not isNPC and S.Tracers_Enabled)
local maxDist = isNPC and S.NPC_ESP_MaxDistance or S.ESP_MaxDistance
if not showBox and not showTracer then return end -- Il loop principale gestisce già HideESP
local cam = workspace.CurrentCamera
if not cam then return end
local dist = (cam.CFrame.Position - hrp.Position).Magnitude
if dist > maxDist or dist == 0 then return end
local rootScreen, onScreen = cam:WorldToViewportPoint(hrp.Position)
if not onScreen then return end
-- Creazione Lazy dei disegni
if not ESP_Cache[id] then
ESP_Cache[id] = { Box = Drawing.new("Square"), Text = Drawing.new("Text"), Tracer = Drawing.new("Line") }
ESP_Cache[id].Box.Thickness = 1.5; ESP_Cache[id].Box.Filled = false
ESP_Cache[id].Text.Size = 14; ESP_Cache[id].Text.Center = true; ESP_Cache[id].Text.Outline = true
ESP_Cache[id].Tracer.Thickness = 1.5
end
local box, text, tracer = ESP_Cache[id].Box, ESP_Cache[id].Text, ESP_Cache[id].Tracer
local topScreenPos = cam:WorldToViewportPoint(hrp.Position + ESP_CONFIG.TOP_OFFSET)
local bottomScreenPos = cam:WorldToViewportPoint(hrp.Position - ESP_CONFIG.BOTTOM_OFFSET)
local height = math.abs(bottomScreenPos.Y - topScreenPos.Y)
local width = height / 2
if height < ESP_CONFIG.MIN_HEIGHT then
height = ESP_CONFIG.MIN_HEIGHT; width = ESP_CONFIG.MIN_WIDTH
end
local visible = GetVisibility(id, char)
local renderColor
if isNPC then
-- NPC Colori: Azzurro se in vista, Viola se dietro un muro
renderColor = visible and Color3.fromRGB(0, 200, 255) or Color3.fromRGB(200, 0, 255)
else
-- Giocatori Colori: Verde in vista, Rosso dietro un muro, Blu per il team
renderColor = Color3.new(1, 0, 0)
if team == LocalPlayer.Team and team ~= nil then renderColor = Color3.new(0, 0.5, 1)
elseif visible then renderColor = Color3.new(0, 1, 0) end
end
if showBox then
box.Size = Vector2.new(width, height)
box.Position = Vector2.new(rootScreen.X - (width / 2), topScreenPos.Y)
box.Color = renderColor
box.Visible = true
local prefix = isNPC and "[NPC] " or ""
text.Text = string.format("%s%s [%dm]", prefix, name, math.floor(dist / ESP_CONFIG.DISTANCE_DIVISOR))
text.Position = Vector2.new(rootScreen.X, topScreenPos.Y - 18)
text.Color = renderColor
text.Visible = true
end
if showTracer then
tracer.From = Vector2.new(cam.ViewportSize.X / 2, cam.ViewportSize.Y)
tracer.To = Vector2.new(rootScreen.X, bottomScreenPos.Y)
tracer.Color = renderColor
tracer.Visible = true
end
end
-- ==========================================
-- HEAD-LOCK AIMBOT TARGET FINDER
-- ==========================================
local function GetClosestTarget()
if not S.Aimbot_Enabled then return nil end
local cam = workspace.CurrentCamera
if not cam then return nil end
local target = nil
local shortestDistance = S.Aim_FOV
local mousePos = UserInputService:GetMouseLocation()
local function CheckTarget(entityId, character)
-- LOCK SEMPRE ALLA TESTA: Anche se sporge solo un piede, l'aimbot punta al cervello
local aimPart = character:FindFirstChild("Head") or character:FindFirstChild("HumanoidRootPart")
if not aimPart then return end
local screenPos, onScreen = cam:WorldToViewportPoint(aimPart.Position)
if onScreen then
local distanceToMouse = (Vector2.new(screenPos.X, screenPos.Y) - mousePos).Magnitude
if distanceToMouse < shortestDistance then
if S.Aimbot_WallCheck then
-- Se il Wall Check è attivo, mira solo se almeno una parte del corpo è visibile
if GetVisibility(entityId, character) then
target = aimPart
shortestDistance = distanceToMouse
end
else
-- Wall Check disattivato: mira attraverso i muri
target = aimPart
shortestDistance = distanceToMouse
end
end
end
end
for _, player in pairs(Players:GetPlayers()) do
if player ~= LocalPlayer and player.Character then
if player.Team ~= LocalPlayer.Team or player.Team == nil then
CheckTarget(tostring(player.UserId), player.Character)
end
end
end
if S.Aimbot_Target_NPCs then
for npc in pairs(Tracked_NPCs) do
if npc.PrimaryPart or npc:FindFirstChild("HumanoidRootPart") then
CheckTarget(npc, npc)
end
end
end
return target
end
-- ==========================================
-- UI SETUP (Rayfield)
-- ==========================================
local Window = Rayfield:CreateWindow({ Name = "DEV TESTING HUB | SUPREME", ConfigurationSaving = { Enabled = false } })
local CombatTab = Window:CreateTab("Combat")
local VisualsTab = Window:CreateTab("Visuals")
CombatTab:CreateToggle({ Name = "Aimbot (Right Click)", CurrentValue = false, Callback = function(v) S.Aimbot_Enabled = v end })
CombatTab:CreateToggle({ Name = "Aimbot Wall Check", CurrentValue = true, Callback = function(v) S.Aimbot_WallCheck = v end })
CombatTab:CreateToggle({ Name = "Aimbot Targets NPCs", CurrentValue = false, Callback = function(v) S.Aimbot_Target_NPCs = v end })
CombatTab:CreateToggle({ Name = "Aimbot Prediction", CurrentValue = false, Callback = function(v) S.Prediction_Enabled = v end })
CombatTab:CreateSlider({ Name = "Aimbot Smoothing", Range = { 0.1, 1 }, Increment = 0.05, CurrentValue = 0.25, Callback = function(v) S.Aim_Smoothing = v end })
CombatTab:CreateToggle({ Name = "Show FOV Circle", CurrentValue = false, Callback = function(v) S.Show_FOV = v end })
CombatTab:CreateSlider({ Name = "FOV Radius", Range = { 50, 800 }, Increment = 10, CurrentValue = 150, Callback = function(v) S.Aim_FOV = v end })
VisualsTab:CreateToggle({ Name = "Player ESP", CurrentValue = false, Callback = function(v) S.ESP_Enabled = v end })
VisualsTab:CreateToggle({ Name = "ESP Tracers (Players)", CurrentValue = false, Callback = function(v) S.Tracers_Enabled = v end })
VisualsTab:CreateToggle({ Name = "NPC ESP", CurrentValue = false, Callback = function(v) S.NPC_ESP_Enabled = v end })
VisualsTab:CreateToggle({ Name = "ESP Tracers (NPCs)", CurrentValue = false, Callback = function(v) S.NPC_Tracers_Enabled = v end })
VisualsTab:CreateSlider({ Name = "NPC ESP Max Distance", Range = { 50, 5000 }, Increment = 50, CurrentValue = 1500, Callback = function(v) S.NPC_ESP_MaxDistance = v end })
VisualsTab:CreateToggle({ Name = "Fullbright", CurrentValue = false, Callback = function(v) S.Fullbright_Enabled = v end })
-- ==========================================
-- MAIN CORE LOOP (RenderStepped)
-- ==========================================
RunService.RenderStepped:Connect(function()
local cam = workspace.CurrentCamera
if not LocalPlayer.Character or not LocalPlayer.Character:FindFirstChild("HumanoidRootPart") then return end
if not cam then return end
-- Aggiorna i filtri del Raycast per non collidere con il proprio corpo o la telecamera
refreshRayFilter()
local mousePos = UserInputService:GetMouseLocation()
-- FOV
FOVCircle.Visible = S.Show_FOV
if S.Show_FOV then
FOVCircle.Position = mousePos
FOVCircle.Radius = S.Aim_FOV
end
-- Fullbright
if S.Fullbright_Enabled then
Lighting.Ambient = Color3.fromRGB(255, 255, 255)
Lighting.Brightness = 2
else
Lighting.Ambient = OriginalAmbient
Lighting.Brightness = OriginalBrightness
end
-- CRITICAL FIX: Previene i "Ghost ESP" dei cadaveri o dei nemici usciti dal range.
for id in pairs(ESP_Cache) do HideESP(id) end
-- Rendering Giocatori
for _, player in pairs(Players:GetPlayers()) do
if player ~= LocalPlayer and player.Character then
local hrp = player.Character:FindFirstChild("HumanoidRootPart")
if hrp then
DrawESP(tostring(player.UserId), player.Character, hrp, player.Name, player.Team, false)
end
end
end
-- Rendering NPC
for npc in pairs(Tracked_NPCs) do
if npc:FindFirstChild("Humanoid") and npc.Humanoid.Health > 0 then
local hrp = npc:FindFirstChild("HumanoidRootPart")
if hrp then
DrawESP(npc, npc, hrp, npc.Name, nil, true)
end
end
end
-- Aimbot
if S.Aimbot_Enabled and UserInputService:IsMouseButtonPressed(Enum.UserInputType.MouseButton2) then
local aimTarget = GetClosestTarget()
if aimTarget and mousemoverel then
local aimPos = aimTarget.Position
-- Protezione matematica sulla Bullet Speed per la prediction
if S.Prediction_Enabled then
local d = (aimPos - cam.CFrame.Position).Magnitude
local speed = math.max(S.Bullet_Speed, MIN_BULLET_SPEED)
aimPos = aimPos + (aimTarget.AssemblyLinearVelocity * (d / speed))
end
local screenPos, onScreen = cam:WorldToViewportPoint(aimPos)
if onScreen then
local moveX = (screenPos.X - mousePos.X) * S.Aim_Smoothing
local moveY = (screenPos.Y - mousePos.Y) * S.Aim_Smoothing
mousemoverel(moveX, moveY)
end
end
end
end)
Operational Note
If your executor flags this during insertion, it is usually a false positive due to the loadstring and HTTP calls. Disable your AV and make sure you have the latest environment for your injector.
Anyone tested this on the latest engine build or found certain game anticheats that flag the mousemoverel calls? Drop your logs below.