Anomic: Revamp Script | SILENT AIM, INSTANT KILL, AUTO RELOAD, GUN SCRIPT

Roblox

Created by 2B#0038

Features:

  • SILENT AIM
  • INSTANT KILL
  • AUTO RELOAD
  • ANTI DUMB CAMERA
  • DEV NOTES:
  • Silent Aim will now ignore targets sitting in a car unless you break its window such that Silent Aim can detect the target through the gap. Well, I did some testing pretty sure you can’t kill someone standing behind a car.
  • Anti Dumb Camera basically disables the toxic camera lock for guns so you can enjoy them like Anomic v1
  • This script is pretty similar(EX SilentAim Keybinds) to the one I made for Anomic v1 but works on the new game Anomic v2 so you should visit the other thread for more details too lazy to write them again
---------------- [[Local Variables]]
local ReplicatedStorageService = game:GetService("ReplicatedStorage")
local ContextActionService = game:GetService("ContextActionService")
local UserInputService = game:GetService("UserInputService")
local PlayersService = game:GetService("Players")
local GuiService = game:GetService("GuiService")

local System = {}
---------------- [[Main Variables]]

System.IsSilentAimEnabled = true
System.IsInstantKillEnabled = true

System.SACircleSizeControlSpeed = 10 -- don't touch unless you understand what it does
System.SACircleTransparencyControlSpeed = .1 -- don't touch unless you understand what it does

System.SilentAimCircleRange = System.SACircleSizeControlSpeed * 10 -- just don't touch

---------
System.LocalPlayer = PlayersService.LocalPlayer

System.Mouse = System.LocalPlayer:GetMouse()

System.RSRemotesFolder = ReplicatedStorageService:WaitForChild("Events", 100)
System.RSAmmoFolder = ReplicatedStorageService:WaitForChild("AmmoFolder", 100)

System.PlayerVehiclesFolder = workspace:WaitForChild("PlayerVehicles", 100)
System.ViewModelsFolder = workspace:WaitForChild("ViewModels", 100)
System.TemporaryIgnore = workspace:WaitForChild("TemporaryIgnore", 100)

System.Modules = {}
System.Modules.GunModule = require(ReplicatedStorageService:WaitForChild("GunModule",100))
System.Modules.TeamList = require(ReplicatedStorageService:WaitForChild("TeamList",100))
System.Modules.ItemList = require(ReplicatedStorageService:WaitForChild("ItemList",100))
System.Modules.CameraModifier = require(ReplicatedStorageService:WaitForChild("CameraModifier",100))
System.Modules.ShoulderCamera = require(ReplicatedStorageService.CameraModifier:WaitForChild("ShoulderCamera",100))


System.Remotes = {}
System.Remotes.GunServer = System.RSRemotesFolder:WaitForChild("GunServer", 100)
System.Remotes.GetDataInfo = System.RSRemotesFolder:WaitForChild("GetDataInfo", 100)

System.ServerRunTimeHolder = ReplicatedStorageService:WaitForChild("ServerRunTime", 100)

System.LocalPlayerAmmoFolder = System.RSAmmoFolder:WaitForChild(System.LocalPlayer.Name, 100)

System.RecordedToolData = {}

System.VehiclesDataTab = {}

System.TargetsDataTab = {}
System.LocalPlayerDataTab = nil

System.LastGunUsedTick = 0
System.CurrentGunRange = 300

System.LocalPlayerPing = 1
System.LocalPlayerPingHalf = 1

System.SilentAimIgnoreList = {System.ViewModelsFolder, System.TemporaryIgnore}
System.SilentAimIgnoreListStartFrom = #System.SilentAimIgnoreList + 1
---------------- [[Functions]]

local TickForPing
function System:updateLocalPlayerPing()
	TickForPing = tick()
	self.Remotes.GetDataInfo:InvokeServer("Playtime")
	TickForPing = tick() - TickForPing
	self.LocalPlayerPing, self.LocalPlayerPingHalf = TickForPing, TickForPing/2
end

function System:registerNewObjectToTable(TargetTable, NewObject, OldObject, TableFindStartFrom)
	if NewObject ~= nil then
		table.insert(TargetTable, NewObject)	
	end
	if OldObject ~= nil then
		local OldObjectIndex = table.find(TargetTable, OldObject, TableFindStartFrom)
		--warn("Removing Value: ", OldObject, "Index: ", OldObjectIndex)
		if OldObjectIndex ~= nil then
			table.remove(TargetTable, OldObjectIndex)
		end
	end
end

function System:registerItemType(ToolName)
	if self.RecordedToolData[ToolName] == nil then
		local CurrentToolData = self.Modules.ItemList[ToolName]
		if CurrentToolData ~= nil then
			local ItemDataTab = {}

			ItemDataTab.MaxAmmo = CurrentToolData.MaxAmmo -- fixed
			ItemDataTab.AmmoType = CurrentToolData.AmmoType -- fixed
			ItemDataTab.Damage = CurrentToolData.Damage -- fixed
			ItemDataTab.Firerate = CurrentToolData.Firerate -- fixed
			ItemDataTab.Accuracy = (CurrentToolData.Accuracy ~= nil and CurrentToolData.Accuracy.MinAimingAccuracy) or nil -- fixed
			ItemDataTab.ReloadTime = CurrentToolData.ReloadTime -- fixed
			ItemDataTab.DamageMultiplier = CurrentToolData.DamageMultiplier -- fixed
			ItemDataTab.ProjectileAmount = CurrentToolData.ProjectileAmount -- fixed
			ItemDataTab.FullDamageRange = CurrentToolData.FullDamageRange -- fixed
			ItemDataTab.Range = CurrentToolData.Range -- fixed

			self.RecordedToolData[ToolName] = ItemDataTab
			return ItemDataTab
		else
			self.RecordedToolData[ToolName] = false
			return false
		end	
	else
		return self.RecordedToolData[ToolName]
	end
end

function System:returnIsGovernmentFromTeamName(TeamName)
	local CurrentTeamData = self.Modules.TeamList[TeamName]
	if CurrentTeamData ~= nil then
		return CurrentTeamData.IsGovernment
	else
		return false
	end
end

function System:findCharacterHeadFromTargetPart(TargetPart)
	if TargetPart.Name ~= "Head" then
		local CurrentParent
		for Repeat = 1, 5 do
			CurrentParent = TargetPart.Parent
			if CurrentParent == nil then
				break
			elseif CurrentParent:IsA("Model") == true and CurrentParent:FindFirstChildOfClass("Humanoid") ~= nil then
				return CurrentParent:FindFirstChild("Head") or TargetPart, CurrentParent.Humanoid
			end
		end
	else
		return TargetPart, TargetPart.Parent:FindFirstChildOfClass("Humanoid")
	end
	return TargetPart
end

System.ProcessedToolNamesForPass = {}
function System:generatePassForGunRemote(ToolName, MagValue)
	local ToolData = self:registerItemType(ToolName)

	local Pass1, Pass2 = nil, 1
	local ToolNameLength = ToolName:len()

	if self.ProcessedToolNamesForPass[ToolName] == nil then
		for Num1 = 1, ToolNameLength do
			Pass2 = Pass2 + (string.byte(string.sub(ToolName, Num1, Num1)) * 2)
		end
		self.ProcessedToolNamesForPass[ToolName] = Pass2
	else
		Pass2 = self.ProcessedToolNamesForPass[ToolName]
	end

	Pass1 = self.ServerRunTimeHolder.Value
	Pass2 = tonumber(string.sub(tostring(Pass2 * Pass1 * MagValue * ToolNameLength * ToolData.Firerate * ToolData.Accuracy), 1, 16))
	return Pass2, Pass1
end

function System:customGunReloadFunction(GunTool)
	self.Remotes.GunServer:FireServer("Reload", GunTool)
end

System.DamageHitInfoHolderTabs = {}
System.DamageHitInfoTab = {}
System.DamageHitInfoTab.HitType = "Player"

function System:returnHitInfoHolderTab(GunProjectileAmount)
	local CurrentDamageHitInfoHolderTab = self.DamageHitInfoHolderTabs[GunProjectileAmount]
	if CurrentDamageHitInfoHolderTab == nil then
		CurrentDamageHitInfoHolderTab = {}
		for ProjectileCount = 1, GunProjectileAmount or 1 do
			CurrentDamageHitInfoHolderTab["HitInfo"..tostring(ProjectileCount)] = self.DamageHitInfoTab
		end
		self.DamageHitInfoHolderTabs[GunProjectileAmount] = CurrentDamageHitInfoHolderTab
	end
	return CurrentDamageHitInfoHolderTab
end

function System:customDamagePlayerFunction(RepeatCount, HitPosition, HitObject, HitNormal, GunTool, GunMagValue, GunProjectileAmount)
	local CurrentDamageHitInfoHolderTab = self:returnHitInfoHolderTab(GunProjectileAmount)
	self.DamageHitInfoTab.HitPoint = HitPosition
	self.DamageHitInfoTab.HitPart = HitObject
	self.DamageHitInfoTab.Surface = HitPosition.Unit
	for ShootCount = 0, RepeatCount - 1 do
		self.Remotes.GunServer:FireServer("Fire", GunTool, CurrentDamageHitInfoHolderTab, self:generatePassForGunRemote(GunTool.Name, GunMagValue - ShootCount));
	end
end
--------

function System:returnDamageFromTargetDistance(TargetDistance, TargetDamageMultiplier, FullDamageRange, MaxGunRange, DamageValue)
	if TargetDistance > FullDamageRange then
		if TargetDistance < MaxGunRange then
			return math.floor(math.ceil(DamageValue-DamageValue*((TargetDistance-FullDamageRange)/(MaxGunRange-FullDamageRange))) * TargetDamageMultiplier)
		else
			return 0
		end
	else
		return math.floor(DamageValue * TargetDamageMultiplier)
	end
end

function System:requestInstantKill(GunSelf, HitPosition, HitObject, HitNormal)
	--warn(GunSelf, HitPosition, HitObject, HitNormal, "End")

	if HitObject ~= nil and HitObject:IsA("BasePart") == true and HitObject.Parent ~= nil then
		local HitHumanoid, HitPlayer, HitPlayerDataTab; HitObject, HitHumanoid = self:findCharacterHeadFromTargetPart(HitObject)

		if HitHumanoid ~= nil and HitHumanoid.Health > 0 then

			HitPlayer = PlayersService:GetPlayerFromCharacter(HitObject.Parent)
			HitPlayerDataTab = self.TargetsDataTab[HitPlayer]
			--warn("Player About To Target: ", HitPlayer, HitPlayerDataTab.IsOnVehicleSeat, HitPlayerDataTab.WantedStatusHolder.Value, HitPlayerDataTab.InMyTeam)
			if HitPlayerDataTab ~= nil and HitPlayerDataTab.InMyTeam == false then
				local CurrentShootDamage = System:returnDamageFromTargetDistance((GunSelf.GunHandle.Position - HitPosition).Magnitude, HitPlayerDataTab.DamageMultiplier or 1, GunSelf.FullDamageRange, GunSelf.MaxGunRange, GunSelf.GunDamageOnHead)
				--print("+Damage From Range ::", CurrentShootDamage, (GunSelf.GunHandle.Position - HitPosition).Magnitude, HitPlayerDataTab.DamageMultiplier or 1, GunSelf.FullDamageRange, GunSelf.MaxGunRange, GunSelf.GunDamageOnHead)
				if CurrentShootDamage ~= 0 then
					local CurrentShootLoopCount = math.ceil((HitHumanoid.Health/CurrentShootDamage)/GunSelf.GunProjectileAmount) -- ModuleTab.FullDamageRange
					if CurrentShootLoopCount > GunSelf.GunMagHolder.Value then
						CurrentShootLoopCount = GunSelf.GunMagHolder.Value
					end
					self:customDamagePlayerFunction(CurrentShootLoopCount, HitPosition, HitObject, HitNormal, GunSelf.GunTool, GunSelf.GunMagHolder.Value, GunSelf.GunProjectileAmount)
					--print("+Damage Loop Count : ", CurrentShootLoopCount, GunSelf.GunTool, GunSelf.GunMagHolder.Value)
					return nil
				end
			end
		end
	end
	
	return HitPosition, HitObject, HitNormal
end

System.CosmeticBulletObject = Instance.new("Part")
System.CosmeticBulletObject.Anchored = true
System.CosmeticBulletObject.CanCollide = false
System.CosmeticBulletObject.CanTouch = false
System.CosmeticBulletObject.Transparency = 0
System.CosmeticBulletObject.Material = Enum.Material.Neon
System.CosmeticBulletObject.Color = Color3.new(0.666667, 0, 1)
System.CosmeticBulletObject.Size = Vector3.new(.1, .1, 0)
function System.playSilentAimBulletEffect(Origin, TargetHead)
	local cosmeticBulletObject = System.CosmeticBulletObject:Clone()
	cosmeticBulletObject.Size = Vector3.new(cosmeticBulletObject.Size.X, cosmeticBulletObject.Size.Y, (TargetHead.Position - Origin).Magnitude)
	cosmeticBulletObject.CFrame = CFrame.new(Origin, TargetHead.Position) * CFrame.new(0, 0, -cosmeticBulletObject.Size.Z/2)
	cosmeticBulletObject.Parent = System.TemporaryIgnore
	task.wait(.1)
	cosmeticBulletObject:Destroy()
end

function System.modedFireSingleProjectile(GunSelf, GunTool)
	System.LastGunUsedTick = tick()
	System.CurrentGunRange = GunSelf.MaxGunRange
	--print("Using ModedFireSingleShot", GunSelf, GunTool)
	
	local TargetPosition, TargetObject, TargetNormal
	if System.IsSilentAimEnabled == true then
		if GunSelf.AmmoType ~= "12 Gauge" or tick() - GunSelf.SilentShotgunTick >= .1 then
			local SilentTargetHead = System:returnClosestVisibleTargetToMouse()
			if SilentTargetHead ~= nil then
				TargetPosition, TargetObject, TargetNormal = SilentTargetHead.Position, SilentTargetHead, SilentTargetHead.Position.Unit
				task.spawn(System.playSilentAimBulletEffect, GunSelf.GunHandle.Position, SilentTargetHead)
			else
				TargetPosition, TargetObject, TargetNormal = GunSelf:FireCuteProjectile(GunTool)
			end
		else
			return nil
		end
	else
		TargetPosition, TargetObject, TargetNormal = GunSelf:FireCuteProjectile(GunTool)
	end
	
	if System.IsInstantKillEnabled == true then
		if GunSelf.AmmoType == "12 Gauge" then
			if tick() - GunSelf.SilentShotgunTick < .1 then
				return nil
			else
				GunSelf.SilentShotgunTick = tick()
			end
		end
		return System:requestInstantKill(GunSelf, TargetPosition, TargetObject, TargetNormal)
	end
	
	return TargetPosition, TargetObject, TargetNormal
end

function System:modifyGunHandlerModule(Module, ModuleTab)
	if ModuleTab.LoumecDum == nil then
		ModuleTab.LoumecDum = true
		if Module.Parent ~= nil and Module.Parent.Parent ~= nil then
			ModuleTab.GunTool = Module.Parent.Parent

			ModuleTab.GunName = ModuleTab.GunTool.Name
			ModuleTab.GunHandle = ModuleTab.GunTool.Handle
			
			ModuleTab.GunInfoFolder = ModuleTab.GunTool.InfoFolder
			ModuleTab.GunMagHolder = ModuleTab.GunInfoFolder.Mag

			ModuleTab.GunDataTab = self:registerItemType(ModuleTab.GunName)
			ModuleTab.AmmoType, ModuleTab.GunDamage, ModuleTab.GunProjectileAmount, ModuleTab.FullDamageRange, ModuleTab.MaxGunRange = ModuleTab.GunDataTab.AmmoType, ModuleTab.GunDataTab.Damage, ModuleTab.GunDataTab.ProjectileAmount, ModuleTab.GunDataTab.FullDamageRange, ModuleTab.GunDataTab.Range
			ModuleTab.GunDamageOnHead = ModuleTab.GunDamage.Head

			--warn(Module:GetFullName(), ModuleTab, ModuleTab.AmmoType, ModuleTab.GunDamage, ModuleTab.GunDamageOnHead)
			
			ModuleTab.SilentShotgunTick = 0
			
			ModuleTab.FireCuteProjectile = ModuleTab.FireSingleProjectile
			ModuleTab.FireSingleProjectile = self.modedFireSingleProjectile
		end
	end
end

System.OriginalRequire = getrenv().require
function System:initiateGunHandlerModification()
	getrenv().require = function(Module)
		if Module.Name == "GunHandlerLocal" then
			self:modifyGunHandlerModule(Module, require(Module))
		end
		return self.OriginalRequire(Module)
	end
	local ClientInteractor, GunHandlerLocal
	for _, GunTool in next, self.LocalPlayer:WaitForChild("Backpack"):GetChildren() do
		if GunTool:IsA("Tool") == true then
			ClientInteractor = GunTool:FindFirstChild("ClientInteractor")
			if ClientInteractor ~= nil then
				GunHandlerLocal = ClientInteractor:FindFirstChild("GunHandlerLocal")
				if GunHandlerLocal ~= nil then
					task.spawn(self.modifyGunHandlerModule, self, GunHandlerLocal, require(GunHandlerLocal))
				end
			end
		end
	end
	if self.LocalPlayer.Character ~= nil then
		for _, GunTool in next, self.LocalPlayer.Character:GetChildren() do
			if GunTool:IsA("Tool") == true then
				ClientInteractor = GunTool:FindFirstChild("ClientInteractor")
				if ClientInteractor ~= nil then
					GunHandlerLocal = ClientInteractor:FindFirstChild("GunHandlerLocal")
					if GunHandlerLocal ~= nil then
						task.spawn(self.modifyGunHandlerModule, self, GunHandlerLocal, require(GunHandlerLocal))
					end
				end
			end
		end
	end
end

----

function System:updateInMyTeamTargetData(TargetData)
	if TargetData.WantedStatusHolder ~= nil then
		local CurrentTargetWantedValue = TargetData.WantedStatusHolder.Value
		if self.LocalPlayerDataTab.TeamIsGovernment == true then
			if CurrentTargetWantedValue == 1 or (CurrentTargetWantedValue == 2 and TargetData.IsOnVehicleSeat == false) then
				TargetData.InMyTeam = true
			else
				TargetData.InMyTeam = false
			end
		else
			TargetData.InMyTeam = self.LocalPlayerDataTab.PassiveMode
		end
	end
end

function System.updateTargetCharacterData(Character)
	local Player = PlayersService:GetPlayerFromCharacter(Character)
	if Player ~= nil then
		local CurrentPlayerData, CurrentHumanoidSeatPart = System.TargetsDataTab[Player], nil
		System:registerNewObjectToTable(System.SilentAimIgnoreList, Character, CurrentPlayerData.Character, System.SilentAimIgnoreListStartFrom)
		CurrentPlayerData.DamageMultiplier = 1
		CurrentPlayerData.Character = Character
		CurrentPlayerData.Head = Character:WaitForChild("Head", 10)
		CurrentPlayerData.Humanoid = Character:WaitForChild("Humanoid", 10)

		local function onChildAddedToCharacter(Child)
			if Child:IsA("Accessory") == true and Child.Name:find("Helmet") ~= nil then
				local CurrentAccessoryData = System:registerItemType(Child.Name)
				if CurrentAccessoryData ~= false and CurrentAccessoryData.DamageMultiplier ~= nil then
					CurrentPlayerData.DamageMultiplier = CurrentAccessoryData.DamageMultiplier
				end
			end
		end

		Character.ChildAdded:Connect(onChildAddedToCharacter)
		for _, Child in next, Character:GetChildren() do
			if Child:IsA("Accessory") == true then
				task.spawn(onChildAddedToCharacter, Child)	
			end
		end

		CurrentPlayerData.Dead = false
	end
end

function System.registerTargetPlayer(TargetPlayer)
	if TargetPlayer ~= System.LocalPlayer then
		local CurrentTargetTab = {}

		CurrentTargetTab.Dead = true
		CurrentTargetTab.InMyTeam = false
		CurrentTargetTab.IsOnVehicleSeat = false
		CurrentTargetTab.LastVisiblityCheck = 0
		CurrentTargetTab.DamageMultiplier = 1

		System.TargetsDataTab[TargetPlayer] = CurrentTargetTab
		
		CurrentTargetTab.WantedStatusFolder = TargetPlayer:WaitForChild("WantedStatus", 10)
		if CurrentTargetTab.WantedStatusFolder ~= nil then
			CurrentTargetTab.WantedStatusHolder = CurrentTargetTab.WantedStatusFolder:WaitForChild("WantedStatus", 10)
			if CurrentTargetTab.WantedStatusHolder ~= nil then
				local function WantedValueChanged()
					--warn("--++++--", Value, CurrentPlayerData.WantedHolder.Value, " Wanted Or Team Changed ", Player)
					System:updateInMyTeamTargetData(CurrentTargetTab)
				end
				CurrentTargetTab.WantedStatusHolder.Changed:Connect(WantedValueChanged)
				System:updateInMyTeamTargetData(CurrentTargetTab)

				TargetPlayer.CharacterAdded:Connect(System.updateTargetCharacterData)
				if TargetPlayer.Character ~= nil and TargetPlayer.Character.Parent ~= nil then
					System.updateTargetCharacterData(TargetPlayer.Character)
				end
			end
		end
	else
		if System.LocalPlayerDataTab == nil then
			local NewLocalPlayerDataTab = {}
			NewLocalPlayerDataTab.TeamHolder = {Value = "IDK"}
			NewLocalPlayerDataTab.TeamValue = "IDK"
			NewLocalPlayerDataTab.TeamIsGovernment = false
			NewLocalPlayerDataTab.PassiveMode = true

			System.LocalPlayerDataTab = NewLocalPlayerDataTab
			
			NewLocalPlayerDataTab.WantedStatusFolder = TargetPlayer:WaitForChild("WantedStatus", 10)
			NewLocalPlayerDataTab.PassiveModeHolder = NewLocalPlayerDataTab.WantedStatusFolder:WaitForChild("PassiveMode", 10)

			local function updateAllTargetsData()
				for _, TargetDataTab in next, System.TargetsDataTab do
					System:updateInMyTeamTargetData(TargetDataTab)
				end
			end

			local function onLocalTeamValueChanged()
				if NewLocalPlayerDataTab.TeamHolder.Value ~= NewLocalPlayerDataTab.TeamValue then
					NewLocalPlayerDataTab.TeamValue = NewLocalPlayerDataTab.TeamHolder.Value
					NewLocalPlayerDataTab.TeamIsGovernment = System:returnIsGovernmentFromTeamName(NewLocalPlayerDataTab.TeamValue)
					updateAllTargetsData()
				end
			end

			local function onLocalCharacterAdded(Character)
				System:registerNewObjectToTable(System.SilentAimIgnoreList, Character, NewLocalPlayerDataTab.Character, System.SilentAimIgnoreListStartFrom)
				NewLocalPlayerDataTab.Character = Character
				NewLocalPlayerDataTab.TeamHolder = Character:WaitForChild("PlayerTeam", 10)
				NewLocalPlayerDataTab.TeamHolder.Changed:Connect(onLocalTeamValueChanged)
				onLocalTeamValueChanged()
			end
			
			local function onPassiveModeChanged()
				if NewLocalPlayerDataTab.PassiveModeHolder.Value ~= NewLocalPlayerDataTab.PassiveMode then
					NewLocalPlayerDataTab.PassiveMode = NewLocalPlayerDataTab.PassiveModeHolder.Value
					updateAllTargetsData()
				end
			end
			
			NewLocalPlayerDataTab.PassiveModeHolder.Changed:Connect(onPassiveModeChanged)
			onPassiveModeChanged()
			System.LocalPlayer.CharacterAdded:Connect(onLocalCharacterAdded)
			if System.LocalPlayer.Character ~= nil then
				onLocalCharacterAdded(System.LocalPlayer.Character)
			end
		end
	end
end

function System.unregisterTargetPlayer(Player)
	local PlayerDataTab = System.TargetsDataTab[Player]
	--print("Player Left: ", Player, "Data: ", PlayerDataTab)
	if PlayerDataTab ~= nil and PlayerDataTab.Character ~= nil then
		--print("Player Left: ", Player, "Removing Character")
		System:registerNewObjectToTable(System.SilentAimIgnoreList, nil, PlayerDataTab.Character, System.SilentAimIgnoreListStartFrom)
	end
	System.TargetsDataTab[Player] = nil
end

System.raycastParams = RaycastParams.new()
System.raycastParams.FilterType = Enum.RaycastFilterType.Blacklist
System.raycastParams.FilterDescendantsInstances = {}
System.raycastParams.IgnoreWater = true

function System:isTargetHeadVisible(TargetCharacterHeadPosition, LocalPlayerRootPosition, IgnoreList)
	local CurrentCameraPosition =  workspace.CurrentCamera.CFrame.Position

	--table.insert(IgnoreList, TargetCharacter)
	self.raycastParams.FilterDescendantsInstances = IgnoreList

	if workspace:Raycast(CurrentCameraPosition, TargetCharacterHeadPosition - CurrentCameraPosition, self.raycastParams) == nil and workspace:Raycast(CurrentCameraPosition, LocalPlayerRootPosition - CurrentCameraPosition, self.raycastParams) == nil then
		return true
	end

	return false
end

function System:returnClosestVisibleTargetToMouse()
	if self.LocalPlayer.Character ~= nil and self.LocalPlayer.Character.PrimaryPart ~= nil then
		local LocalPlayerCharacter = self.LocalPlayer.Character
		local LocalPlayerRootPart = LocalPlayerCharacter.PrimaryPart

		local CurrentCamera = workspace.CurrentCamera
		local MousePositionVector2 = Vector2.new(self.Mouse.X, self.Mouse.Y)
		local CurrentIgnoreList = self.SilentAimIgnoreList

		local ClosestTargetData = {}
		local currentTargetScreenPositionV2, currentTargetScreenPosition, currentTargetScreenZIndex, currentTargetDistanceFromMouse, currentTargetOnScreen, currentTargetVisible

		for TargetPlayer, TargetPlayerTab in next, self.TargetsDataTab do
			if TargetPlayerTab.InMyTeam == false and TargetPlayerTab.Dead == false then
				if TargetPlayerTab.Humanoid.Health > 0 then
					if self.LocalPlayer:DistanceFromCharacter(TargetPlayerTab.Head.Position) < self.CurrentGunRange then
						--print("WorldToViewportPoint --- --- ---", CurrentCamera:WorldToViewportPoint(TargetPlayerTab.Head.Position))
						currentTargetScreenPosition, currentTargetOnScreen = CurrentCamera:WorldToScreenPoint(TargetPlayerTab.Head.Position)

						if currentTargetOnScreen == true then
							currentTargetScreenPositionV2 = Vector2.new(currentTargetScreenPosition.X, currentTargetScreenPosition.Y)
							--currentTargetScreenZIndex = currentTargetScreenPosition.Z
							currentTargetDistanceFromMouse = (MousePositionVector2 - currentTargetScreenPositionV2).Magnitude
							--print(TargetPlayer, "-------- 1", currentTargetDistanceFromMouse)
							--if CurrentIgnoreList == nil then CurrentIgnoreList = self:returnNewSilentIgnoreList(LocalPlayerCharacter) end
							if currentTargetDistanceFromMouse <= self.SilentAimCircleRange and (tick() - TargetPlayerTab.LastVisiblityCheck <= .1 or self:isTargetHeadVisible(TargetPlayerTab.Head.Position, LocalPlayerRootPart.Position, CurrentIgnoreList) == true) then
								--print(TargetPlayer, "----------------- 2", currentTargetDistanceFromMouse)
								if tick() - TargetPlayerTab.LastVisiblityCheck > .1 then
									TargetPlayerTab.LastVisiblityCheck = tick()	
								end
								if ClosestTargetData.Head == nil then
									ClosestTargetData.Head = TargetPlayerTab.Head
									--ClosestTargetData.ScreenZIndex = currentTargetScreenZIndex
									ClosestTargetData.DistanceFromMouse = currentTargetDistanceFromMouse
									--warn("-- Updated List  ", TargetPlayerTab.Head, currentTargetDistanceFromMouse)
								elseif ClosestTargetData.DistanceFromMouse > currentTargetDistanceFromMouse then --and ClosestTargetData.ScreenZIndex > currentTargetScreenZIndex then
									ClosestTargetData.Head = TargetPlayerTab.Head
									--ClosestTargetData.ScreenZIndex = currentTargetScreenZIndex
									ClosestTargetData.DistanceFromMouse = currentTargetDistanceFromMouse
									--warn("-- Updated List 2 ", TargetPlayerTab.Head, currentTargetDistanceFromMouse)
								end
							end
						end 
					end
				else
					TargetPlayerTab.Dead = true
				end
			end
		end

		if ClosestTargetData.Head ~= nil then
			return ClosestTargetData.Head
		end
	end
end

--------
function System:updateSeatedPlayerFromSeatWeld(VehicleDataTab, VehicleSeatWeld)
	local LastSeatedPlayerDataTab = VehicleDataTab.SeatedPlayerDataTab
	if LastSeatedPlayerDataTab ~= nil then
		VehicleDataTab.SeatedPlayerDataTab = nil
		LastSeatedPlayerDataTab.IsOnVehicleSeat = false
		if self.LocalPlayerDataTab.TeamIsGovernment == true then
			self:updateInMyTeamTargetData(LastSeatedPlayerDataTab)
		end
		--warn("-- Player Un-Seated: ", LastSeatedPlayerDataTab.Character)
	end
	if VehicleSeatWeld ~= nil and VehicleSeatWeld.Part1 ~= nil and VehicleSeatWeld.Part1.Parent ~= nil then
		local SeatedPlayerDataTab = self.TargetsDataTab[PlayersService:GetPlayerFromCharacter(VehicleSeatWeld.Part1.Parent)]
		if SeatedPlayerDataTab ~= nil then
			VehicleDataTab.SeatedPlayerDataTab = SeatedPlayerDataTab
			SeatedPlayerDataTab.IsOnVehicleSeat = true
			--warn("++ Player Seated: ", SeatedPlayerDataTab.Character)
			if self.LocalPlayerDataTab.TeamIsGovernment == true then
				self:updateInMyTeamTargetData(SeatedPlayerDataTab)
			end
		end
	end
end

function System.registerVehicleModel(VehicleModel)
	local VehicleDataTab = {}
	System.VehiclesDataTab[VehicleModel] = VehicleDataTab

	VehicleDataTab.SeatedPlayerDataTab = nil
	VehicleDataTab.VehicleChassis = VehicleModel:WaitForChild("Chassis", 5)
	if VehicleDataTab.VehicleChassis ~= nil and System.VehiclesDataTab[VehicleModel] ~= nil then
		VehicleDataTab.VehicleSeat = VehicleDataTab.VehicleChassis:WaitForChild("VehicleSeat", 5)
		if VehicleDataTab.VehicleSeat ~= nil and System.VehiclesDataTab[VehicleModel] ~= nil then
			VehicleDataTab.VehicleSeat.ChildAdded:Connect(function(Child)
				if Child.Name == "SeatWeld" then
					System:updateSeatedPlayerFromSeatWeld(VehicleDataTab, Child)
				end
			end)
			VehicleDataTab.VehicleSeat.ChildRemoved:Connect(function(Child)
				if Child.Name == "SeatWeld" then
					System:updateSeatedPlayerFromSeatWeld(VehicleDataTab, nil)
				end
			end)
			if VehicleDataTab.VehicleSeat:FindFirstChild("SeatWeld") ~= nil then
				System:updateSeatedPlayerFromSeatWeld(VehicleDataTab, VehicleDataTab.VehicleSeat.SeatWeld)
			end
		end
	end
end

function System.unregisterVehicleModel(VehicleModel)
	System.VehiclesDataTab[VehicleModel] = nil
end

function System:initiateVehicleRegistrationSystem()
	self.PlayerVehiclesFolder.ChildAdded:Connect(self.registerVehicleModel)
	self.PlayerVehiclesFolder.ChildRemoved:Connect(self.unregisterVehicleModel)
	for _, VehicleModel in next, self.PlayerVehiclesFolder:GetChildren() do
		task.spawn(self.registerVehicleModel, VehicleModel)
	end
end

--------

System.CurrentGuiInest = GuiService:GetGuiInset()
function System.updateSilentAimCirclePosition()
	System.SilentAimCircle.Position = Vector2.new(System.Mouse.X + System.CurrentGuiInest.X, System.Mouse.Y + System.CurrentGuiInest.Y)
end

function System:updateSilentAimCircleRadius(CurrentSrollDirection)
	local CurrentRadius, CurrentSizeControlSpeed = self.SilentAimCircle.Radius, self.SACircleSizeControlSpeed
	if CurrentSrollDirection == 1 then
		self.SilentAimCircle.Radius = self.SilentAimCircle.Radius + CurrentSizeControlSpeed
	else
		if CurrentRadius - CurrentSizeControlSpeed <= 0 then
			self.SilentAimCircle.Radius = CurrentSizeControlSpeed
		else
			self.SilentAimCircle.Radius = self.SilentAimCircle.Radius - CurrentSizeControlSpeed
		end
	end
	self.SilentAimCircleRange = self.SilentAimCircle.Radius
end

System.SilentAimCircleTransparencySave = 1
function System:updateSilentAimCircleTransparency(CurrentSrollDirection)
	local CurrentTransparency, CurrentTransparencyControlSpeed = self.SilentAimCircle.Transparency, self.SACircleTransparencyControlSpeed
	if CurrentSrollDirection == 1 then
		if CurrentTransparency + CurrentTransparencyControlSpeed >= 1 then
			self.SilentAimCircle.Transparency = 1
		else
			self.SilentAimCircle.Transparency = self.SilentAimCircle.Transparency + CurrentTransparencyControlSpeed
		end
	else
		if CurrentTransparency + CurrentTransparencyControlSpeed <= 0 then
			self.SilentAimCircle.Transparency = 0
		else
			self.SilentAimCircle.Transparency = self.SilentAimCircle.Transparency - CurrentTransparencyControlSpeed
		end
	end
	self.SilentAimCircleTransparencySave = self.SilentAimCircle.Transparency
end

function System:updateSilentAimCircleFilled(CurrentSrollDirection)
	if CurrentSrollDirection == 1 then
		self.SilentAimCircle.Filled = true
		self.SilentAimCircle.Transparency = self.SilentAimCircleTransparencySave
	else
		self.SilentAimCircle.Filled = false
		self.SilentAimCircle.Transparency = 1
	end 
end

function System.onLocalPlayerScroll(actionName, inputState, inputObj)
	local CurrentSrollDirection, ContextActionResult = inputObj.Position.Z, Enum.ContextActionResult.Pass
	if UserInputService:IsKeyDown(Enum.KeyCode.J) == true then
		System:updateSilentAimCircleRadius(CurrentSrollDirection)
		ContextActionResult = Enum.ContextActionResult.Sink
	end
	if UserInputService:IsKeyDown(Enum.KeyCode.K) == true then
		System:updateSilentAimCircleTransparency(CurrentSrollDirection)
		ContextActionResult = Enum.ContextActionResult.Sink
	end
	if UserInputService:IsKeyDown(Enum.KeyCode.L) == true then
		System:updateSilentAimCircleFilled(CurrentSrollDirection)
		ContextActionResult = Enum.ContextActionResult.Sink
	end
	return ContextActionResult
end

--------

function System:AntiSmallBrainCamera()
	local CameraModifierModule, ShoulderCameraModule  = self.Modules.CameraModifier, self.Modules.ShoulderCamera
	local NiceFunctionBTW, CurrentTool = function()end, nil
	if self.LocalPlayer.Character ~= nil then CurrentTool = self.LocalPlayer.Character:FindFirstChildOfClass("Tool") end
	CameraModifierModule.EnableADS = NiceFunctionBTW
	CameraModifierModule.EnableOSC = NiceFunctionBTW
	if CurrentTool ~= nil then
		if CameraModifierModule:GetADSEnabled() == true then
			CameraModifierModule.DisableADS(nil, CurrentTool)	
		end
		if CameraModifierModule:GetOSCEnabled() == true then
			CameraModifierModule.DisableOSC(nil, CurrentTool)	
		end
		if ShoulderCameraModule.enabled == true then
			ShoulderCameraModule:setEnabled(false)
		end
	end
	CameraModifierModule.DisableADS = NiceFunctionBTW
	CameraModifierModule.DisableOSC = NiceFunctionBTW
	ShoulderCameraModule.setEnabled = NiceFunctionBTW
	CameraModifierModule.InitiateHolsterCountdown = NiceFunctionBTW
	CameraModifierModule:ToggleWeaponHolster(true)
	CameraModifierModule.ToggleWeaponHolster = NiceFunctionBTW
	CameraModifierModule.GunHolstered = false
end

--------

System.RegisteredCharacterGuns = {}
function System.onAutoReloadChildAdded(Child)
	if Child:IsA("Tool") == true then
		local CurrentGunDataTab = {}
		System.RegisteredCharacterGuns[Child] = CurrentGunDataTab

		local CurrentToolDataTab = System:registerItemType(Child.Name)
		if CurrentToolDataTab ~= false and CurrentToolDataTab.ReloadTime ~= nil then
			CurrentGunDataTab.ToolDataTab = CurrentToolDataTab
			CurrentGunDataTab.ReloadTick = 0
			CurrentGunDataTab.ReloadTime = CurrentToolDataTab.ReloadTime
			CurrentGunDataTab.GunInfoFolder = Child:WaitForChild("InfoFolder", 4)
			CurrentGunDataTab.GunHandle = Child:WaitForChild("Handle", 4)
			if CurrentGunDataTab.GunInfoFolder ~= nil and CurrentGunDataTab.GunHandle ~= nil then
				CurrentGunDataTab.MagHolder = CurrentGunDataTab.GunInfoFolder:WaitForChild("Mag", 4)
				CurrentGunDataTab.FakeAmmoHolder = CurrentGunDataTab.GunHandle:WaitForChild("ClientAmmo", 4)
				if CurrentGunDataTab.MagHolder ~= nil and CurrentGunDataTab.FakeAmmoHolder ~= nil then
					CurrentGunDataTab.OwnedAmmoHolder = System.LocalPlayerAmmoFolder[CurrentToolDataTab.AmmoType]
					CurrentGunDataTab.Registered = true
				end
			end
		else
			System.RegisteredCharacterGuns[Child] = nil
		end
	end
end

function System.onAutoReloadChildRemoved(Child)
	System.RegisteredCharacterGuns[Child] = nil
end

function System.onAutoReloadCharacterAdded(Character)
	table.clear(System.RegisteredCharacterGuns)

	Character.ChildAdded:Connect(System.onAutoReloadChildAdded)
	Character.ChildRemoved:Connect(System.onAutoReloadChildRemoved)

	for _, Object in next, Character:GetChildren() do
		if Object:IsA("Tool") == true then
			System.onAutoReloadChildAdded(Object)
		end
	end

	warn("----------------------------------------------------------------------------------")
	print("OP Gun Script:: Join Discord Server for support related to the script and to report bugs oh ofc i accept suggestions too")
	print("Discord Join Link: https://discord.gg/GdU7xkQpsp")
	warn("----------------------------------------------------------------------------------")
end

function System:checkIfGunMagHasEnoughBullets(GunTab)
	if GunTab.OwnedAmmoHolder.Value > 0 then
		if GunTab.ToolDataTab.AmmoType == "12 Gauge" then
			if GunTab.MagHolder.Value < GunTab.ToolDataTab.MaxAmmo and tick() - self.LastGunUsedTick >= self.LocalPlayerPing then
				return false
			else
				return true
			end
		else
			if GunTab.MagHolder.Value <= 1 or (tick() - self.LastGunUsedTick >= 4.5 + self.LocalPlayerPing and GunTab.MagHolder.Value < GunTab.ToolDataTab.MaxAmmo/2) then
				return false
			else
				return true
			end 
		end	
	end
end

function System:checkIfGunNeedsReload(GunTool, GunTab)
	if GunTab.Registered == true then
		GunTab.FakeAmmoHolder.Value = GunTab.MagHolder.Value
		if self:checkIfGunMagHasEnoughBullets(GunTab) == false and tick() - GunTab.ReloadTick > GunTab.ReloadTime + self.LocalPlayerPing then
			GunTab.ReloadTick = tick()
			self:customGunReloadFunction(GunTool)
		end
	end
end

function System:requestCheckRegisteredGunsForReload()
	for GunTool, GunTab in next, System.RegisteredCharacterGuns do
		self:checkIfGunNeedsReload(GunTool, GunTab)
	end
end

--------

function System:initiateSystem()
	PlayersService.PlayerAdded:Connect(self.registerTargetPlayer)
	PlayersService.PlayerRemoving:Connect(self.unregisterTargetPlayer)
	
	self.registerTargetPlayer(self.LocalPlayer)
	for _, Player in next, PlayersService:GetPlayers() do
		if Player ~= self.LocalPlayer then
			task.spawn(self.registerTargetPlayer, Player)	
		end
	end
	self:initiateVehicleRegistrationSystem()

	if Drawing ~= nil then
		self.SilentAimCircle = Drawing.new("Circle")

		self.SilentAimCircle.Radius = self.SilentAimCircleRange
		self.SilentAimCircle.Visible = true
		self.SilentAimCircle.Thickness = 2
		self.SilentAimCircle.Filled = false
		self.SilentAimCircle.Color = Color3.fromRGB(255, 0, 127)
		self.SilentAimCircle.Transparency = 1
		self.SilentAimCircleTransparencySave = 1

		self.Mouse.Move:Connect(self.updateSilentAimCirclePosition)

		ContextActionService:BindAction("SilentAimScrollEvent", self.onLocalPlayerScroll, false, Enum.UserInputType.MouseWheel)
	else
		self.SilentAimCircleRange = 9999
	end
	
	self:AntiSmallBrainCamera()
	self:initiateGunHandlerModification()

	self.LocalPlayer.CharacterAdded:Connect(self.onAutoReloadCharacterAdded)
	if self.LocalPlayer.Character ~= nil then
		self.onAutoReloadCharacterAdded(self.LocalPlayer.Character)
	end

	while task.wait(0) do
		--print("Players Count: ", #PlayersService:GetPlayers(), "SilentAimIgnoreList Count: ", #self.SilentAimIgnoreList - 2, #self.CustomIgnoreList)
		--[[local VehicleCount = 0
		for _, _ in next, self.VehiclesDataTab do
			VehicleCount = VehicleCount + 1
		end
		print("Registered Vehicle Count: ", VehicleCount, "GetChildren Vehicle Count: ", #self.PlayerVehiclesFolder:GetChildren())]]
		self:updateLocalPlayerPing()
		self:requestCheckRegisteredGunsForReload()
		--warn("Last LocalPlayer Ping ====== ", self.LocalPlayerPing)
	end
end

---------------- [[ ;) ]]

if _G.OPOPGunScript == nil then
	_G.OPOPGunScript = true
	System:initiateSystem()	
end

 

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