local Hex = loadstring(
game:HttpGet("https://[Log in to view URL]")
)()
local Esp = loadstring(game:HttpGet("https://[Log in to view URL]"))()
local ConfigManager = Hex:ConfigManager({
Directory = "ScriptHouse 2.0 ",
Config = "Example-Configs",
})
Hex.Colors.Highlight = Color3.fromRGB(50, 205, 50)
Hex.Colors.Toggle = Color3.fromRGB(50, 205, 50)
Hex:Loader("rbxassetid://114102372151784", 1).yield()
local Window = Hex.new({
Name = "",
Keybind = "LeftAlt",
Logo = "rbxassetid://114102372151784",
TextSize = 15,
})
local Watermark = Window:Watermark()
Watermark:AddText({
Icon = "server",
Text = "v1",
})
local MainCategory = Window:DrawCategory({ Name = "Main" })
local SilentAimTab = Window:DrawTab({ Name = "Silent Aim", Icon = "skull" })
local VisualsCategory = Window:DrawCategory({ Name = "Visuals" })
local EntitiesTab = Window:DrawTab({ Name = "Entities", Icon = "users" })
local MiscTab = Window:DrawTab({ Name = "Misc", Icon = "eye" })
local SilentGeneral = SilentAimTab:DrawSection({ Name = "General", Position = "Left" })
local SilentChecks = SilentAimTab:DrawSection({ Name = "Checks", Position = "Left" })
local SilentVisuals = SilentAimTab:DrawSection({ Name = "Visuals", Position = "Right" })
local EntitiesEsp = EntitiesTab:DrawSection({ Name = "Esp", Position = "Left" })
local TracerSection = MiscTab:DrawSection({ Name = "Tracer", Position = "Left" })
local HitSoundSection = MiscTab:DrawSection({ Name = "Hit Sound", Position = "Right" })
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Workspace = game:GetService("Workspace")
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local LocalPlayer = Players.LocalPlayer
local Camera = Workspace.CurrentCamera
local BulletHandlerModule = ReplicatedStorage.ModuleScripts.GunModules.BulletHandler
local BulletHandler = require(BulletHandlerModule)
local SignalManager = require(game:GetService("ReplicatedStorage").SignalManager)
local RemoteName = "FireWeapon"
local GunFramework = ReplicatedStorage.ModuleScripts.GunModules.GunFramework
local HitSoundObject = GunFramework.Sounds.HitSound
local FOVCircle = Drawing.new("Circle")
FOVCircle.Visible = false
FOVCircle.Transparency = 1
FOVCircle.Thickness = 1
FOVCircle.Color = Color3.fromRGB(243, 116, 116)
FOVCircle.NumSides = 100
FOVCircle.Filled = false
FOVCircle.ZIndex = 2
local FOVOutline = Drawing.new("Circle")
FOVOutline.Visible = false
FOVOutline.Transparency = 1
FOVOutline.Thickness = 3
FOVOutline.Filled = false
FOVOutline.Color = Color3.fromRGB(0, 0, 0)
FOVOutline.NumSides = 100
FOVOutline.ZIndex = 1
local FOVFilled = Drawing.new("Circle")
FOVFilled.Visible = false
FOVFilled.Transparency = 0.3
FOVFilled.Thickness = 1
FOVFilled.Filled = false
FOVFilled.Color = Color3.fromRGB(180, 60, 60)
FOVFilled.NumSides = 100
FOVFilled.Filled = true
FOVFilled.ZIndex = 1
local Snapline = Drawing.new("Line")
Snapline.Visible = false
Snapline.Thickness = 1
Snapline.Color = Color3.fromRGB(243, 116, 116)
Snapline.Transparency = 1
Snapline.ZIndex = 2
local SnaplineOutline = Drawing.new("Line")
SnaplineOutline.Visible = false
SnaplineOutline.Thickness = 3
SnaplineOutline.Color = Color3.fromRGB(0, 0, 0)
SnaplineOutline.Transparency = 1
SnaplineOutline.ZIndex = 1
local SilentAimEnabled = false
local SilentEnabled = SilentGeneral:AddToggle({
Name = "Enabled",
Flag = "Silent_State",
Callback = function(state)
SilentAimEnabled = state
end,
})
local AutoShootEnabled = false
local AutoShoot = SilentGeneral:AddToggle({
Name = "Auto Shoot",
Flag = "Auto_Shoot_State",
Callback = function(state)
AutoShootEnabled = state
end,
})
local HitChanceValue = 100
local HitChance = SilentGeneral:AddSlider({
Name = "Hit Chance",
Flag = "Hit_Chance",
Default = 100,
Min = 0,
Max = 100,
Callback = function(value)
HitChanceValue = value
end,
})
local TargetBone = "Head"
local TargetBoneDropdown = SilentGeneral:AddDropdown({
Name = "Target Bone",
Flag = "Target_Bone",
Default = "Head",
Values = { "Head", "HumanoidRootPart", "UpperTorso", "LowerTorso" },
Callback = function(value)
TargetBone = value
end,
})
local VisibleCheckEnabled = false
local ChecksVisible = SilentChecks:AddToggle({
Name = "Visible",
Flag = "Silent_Visible_State",
Callback = function(state)
VisibleCheckEnabled = state
end,
})
local FriendCheckEnabled = false
local ChecksFriend = SilentChecks:AddToggle({
Name = "Friend",
Flag = "Silent_Friend_State",
Callback = function(state)
FriendCheckEnabled = state
end,
})
local FOVEnabled = false
local VisualsFovEnabled = SilentVisuals:AddToggle({
Name = "Fov",
Flag = "Silent_Fov_State",
Callback = function(state)
FOVEnabled = state
FOVCircle.Visible = state
FOVOutline.Visible = state
FOVFilled.Visible = state and FOVFilledEnabled
end,
})
local FovLink = VisualsFovEnabled.Link:AddOption()
local FOVFilledEnabled = false
FovLink:AddToggle({
Name = "Filled",
Flag = "Fov_Filled_State",
Default = false,
Callback = function(state)
FOVFilledEnabled = state
FOVFilled.Visible = state and FOVEnabled
end,
})
local SnaplineEnabled = false
local VisualsSnaplineEnabled = SilentVisuals:AddToggle({
Name = "Snapline",
Flag = "Silent_Snapline_State",
Callback = function(state)
SnaplineEnabled = state
Snapline.Visible = state
SnaplineOutline.Visible = state
end,
})
local SnaplineLink = VisualsSnaplineEnabled.Link:AddOption()
local SnaplineFrom = "Gun"
SnaplineLink:AddDropdown({
Name = "From",
Flag = "Snapline_From",
Default = "Gun",
Values = { "Gun", "Top", "Middle", "Bottom" },
Callback = function(value)
SnaplineFrom = value
end,
})
local FOVSize = 100
local VisualsFovSize = SilentVisuals:AddSlider({
Name = "Size",
Flag = "Silent_Fov_Size",
Default = 100,
Min = 0,
Max = 100,
Callback = function(value)
FOVSize = value
FOVCircle.Radius = value
FOVOutline.Radius = value
FOVFilled.Radius = value
end,
})
local EspEnabled = EntitiesEsp:AddToggle({
Name = "Enabled",
Flag = "Esp_State",
Callback = function(state)
Esp.Enabled = state
end,
})
local CornerEsp = EntitiesEsp:AddToggle({
Name = "Corner",
Flag = "Corner_State",
Callback = function(state)
Esp.Drawing.Boxes.Corner.Enabled = state
end,
})
local CornerEspLink = CornerEsp.Link:AddOption()
CornerEspLink:AddToggle({
Name = "Gradient",
Flag = "Gradient_State",
Callback = function(state)
Esp.Drawing.Boxes.Gradient = state
Esp.Drawing.Boxes.GradientFill = state
end,
})
CornerEspLink:AddToggle({
Name = "Animate",
Flag = "Animate_State",
Callback = function(state)
Esp.Drawing.Boxes.Animate = state
end,
})
CornerEspLink:AddToggle({
Name = "Filled",
Flag = "Filled_State",
Callback = function(state)
Esp.Drawing.Boxes.Filled.Enabled = state
end,
})
local NameEsp = EntitiesEsp:AddToggle({
Name = "Name",
Flag = "Name_State",
Callback = function(state)
Esp.Drawing.Names.Enabled = state
end,
})
local DistanceEsp = EntitiesEsp:AddToggle({
Name = "Distance",
Flag = "Distance_State",
Callback = function(state)
Esp.Drawing.Distances.Enabled = state
end,
})
local TracerEnabled = false
local TracerToggle = TracerSection:AddToggle({
Name = "Enabled",
Flag = "Tracer_State",
Callback = function(state)
TracerEnabled = state
end,
})
local TracerColor = Color3.fromRGB(50, 205, 50)
TracerToggle.Link:AddColorPicker({
Name = "Color",
Flag = "Tracer_Color",
Default = Color3.fromRGB(50, 205, 50),
Callback = function(color)
TracerColor = color
end,
})
local HitSound = {
Default = "rbxassetid://3092866899",
Neverlose = "rbxassetid://8726881116",
Gamesense = "rbxassetid://4817809188",
Minecraft = "rbxassetid://4018616850",
}
local SelectedHitSound = "Default"
local HitSoundDropdown = HitSoundSection:AddDropdown({
Name = "Sound",
Flag = "Sound_Id",
Default = "Default",
Values = { "Default", "Neverlose", "Gamesense", "Minecraft" },
Callback = function(state)
SelectedHitSound = state
HitSoundObject.SoundId = HitSound[state]
end,
})
local HitSoundVolume = HitSoundSection:AddSlider({
Name = "Volume",
Flag = "Volume_Value",
Default = 0.5,
Min = 0,
Max = 1,
Round = 1,
Callback = function(state)
HitSoundObject.Volume = state
end,
})
local HitSoundPlaySound = HitSoundSection:AddButton({
Name = "Play Sound",
Callback = function()
HitSoundObject:Play()
end,
})
local function isVisible(targetPart)
local character = LocalPlayer.Character
if not character then
return false
end
local origin = Camera.CFrame.Position
local targetPos = targetPart.Position
local direction = (targetPos - origin).Unit
local raycastParams = RaycastParams.new()
raycastParams.FilterDescendantsInstances = { character }
raycastParams.FilterType = Enum.RaycastFilterType.Exclude
raycastParams.IgnoreWater = true
local raycastResult = Workspace:Raycast(origin, direction * 1000, raycastParams)
if raycastResult then
return raycastResult.Instance:IsDescendantOf(targetPart.Parent)
end
return true
end
local function fireWeapon()
if SignalManager then
SignalManager.Fire(RemoteName, Enum.UserInputState.Begin)
SignalManager.Fire(RemoteName, Enum.UserInputState.End)
end
end
local Tracers = {}
local function cleanupTracers()
for i = #Tracers, 1, -1 do
local tracer = Tracers[i]
if tracer.Beam then
tracer.Beam:Destroy()
end
if tracer.StartPart then
tracer.StartPart:Destroy()
end
if tracer.EndPart then
tracer.EndPart:Destroy()
end
table.remove(Tracers, i)
end
end
LocalPlayer.CharacterRemoving:Connect(cleanupTracers)
local function createTracer(startPosition, endPosition)
if not TracerEnabled then
return
end
local beam = Instance.new("Beam")
beam.Name = "TracerBeam"
beam.Parent = workspace
beam.Color = ColorSequence.new(TracerColor)
beam.Width0 = 1
beam.Width1 = 1
beam.FaceCamera = true
beam.Transparency = NumberSequence.new(0)
beam.LightEmission = 1
beam.TextureSpeed = 0.5
beam.Texture = "rbxassetid://446111271"
local startPart = Instance.new("Part")
startPart.CanCollide = false
startPart.CanQuery = false
startPart.CanTouch = false
startPart.Transparency = 1
startPart.Position = startPosition
startPart.Parent = workspace
startPart.Anchored = true
startPart.Size = Vector3.new(0.01, 0.01, 0.01)
local endPart = Instance.new("Part")
endPart.CanCollide = false
endPart.CanQuery = false
endPart.CanTouch = false
endPart.Transparency = 1
endPart.Position = endPosition
endPart.Parent = workspace
endPart.Anchored = true
endPart.Size = Vector3.new(0.01, 0.01, 0.01)
beam.Attachment0 = Instance.new("Attachment", startPart)
beam.Attachment1 = Instance.new("Attachment", endPart)
local tracer = {
Beam = beam,
StartPart = startPart,
EndPart = endPart,
StartTime = tick(),
}
table.insert(Tracers, tracer)
end
local function get_closest_target()
if not SilentAimEnabled then
return nil
end
local player = LocalPlayer
if not player or not player.Character then
return nil
end
local character = player.Character
local rootPart = character:FindFirstChild("HumanoidRootPart")
if not rootPart then
return nil
end
local closestTarget = nil
local closestDistance = 999
local mousePos = Vector2.new(Camera.ViewportSize.X / 2, Camera.ViewportSize.Y / 2)
for _, targetPlayer in pairs(Players:GetPlayers()) do
if targetPlayer ~= player and targetPlayer.Character then
local targetChar = targetPlayer.Character
local targetBonePart = targetChar:FindFirstChild(TargetBone)
if targetBonePart then
if FriendCheckEnabled then
local success, isFriend = pcall(function()
return player:IsFriendsWith(targetPlayer.UserId)
end)
if success and isFriend then
continue
end
end
local targetVisible = isVisible(targetBonePart)
if AutoShootEnabled and not targetVisible then
continue
end
if VisibleCheckEnabled and not targetVisible then
continue
end
local screenPos, onScreen = Camera:WorldToViewportPoint(targetBonePart.Position)
if onScreen then
local distance = (Vector2.new(screenPos.X, screenPos.Y) - mousePos).Magnitude
if FOVEnabled then
if distance <= FOVSize then
if distance < closestDistance then
closestDistance = distance
closestTarget = {
Bone = targetBonePart,
ScreenPos = Vector2.new(screenPos.X, screenPos.Y),
Visible = targetVisible,
}
end
end
else
if distance < closestDistance then
closestDistance = distance
closestTarget = {
Bone = targetBonePart,
ScreenPos = Vector2.new(screenPos.X, screenPos.Y),
Visible = targetVisible,
}
end
end
end
end
end
end
if closestTarget and HitChanceValue < 100 then
local randomChance = math.random(1, 100)
if randomChance > HitChanceValue then
return nil
end
end
return closestTarget
end
local old = BulletHandler.Fire
BulletHandler.Fire = function(data)
local closest = get_closest_target()
if closest and SilentAimEnabled then
data.Force = data.Force * 1000
data.Direction = (closest.Bone.Position - data.Origin).Unit
if TracerEnabled then
local origin = data.VisualOrigin
local targetPosition = closest.Bone.Position
createTracer(origin, targetPosition)
end
end
return old(data)
end
FOVCircle.Radius = 100
FOVOutline.Radius = 100
FOVFilled.Radius = 100
local lastShot = 0
local shotCooldown = 0.1
RunService.RenderStepped:Connect(function()
local screenCenter = Vector2.new(Camera.ViewportSize.X / 2, Camera.ViewportSize.Y / 2)
FOVCircle.Position = screenCenter
FOVOutline.Position = screenCenter
FOVFilled.Position = screenCenter
for i = #Tracers, 1, -1 do
local tracer = Tracers[i]
local elapsed = tick() - tracer.StartTime
if elapsed >= 2.5 then
if tracer.Beam then
tracer.Beam:Destroy()
end
if tracer.StartPart then
tracer.StartPart:Destroy()
end
if tracer.EndPart then
tracer.EndPart:Destroy()
end
table.remove(Tracers, i)
else
local transparency = elapsed / 2.5
if tracer.Beam then
tracer.Beam.Transparency = NumberSequence.new(transparency)
end
end
end
local closest = get_closest_target()
if AutoShootEnabled and closest and SilentAimEnabled and closest.Visible then
local currentTime = tick()
if currentTime - lastShot > shotCooldown then
fireWeapon()
lastShot = currentTime
end
end
if SnaplineEnabled then
if closest then
local fromPoint
if SnaplineFrom == "Gun" then
fromPoint = screenCenter
elseif SnaplineFrom == "Top" then
fromPoint = Vector2.new(screenCenter.X, 0)
elseif SnaplineFrom == "Middle" then
fromPoint = screenCenter
elseif SnaplineFrom == "Bottom" then
fromPoint = Vector2.new(screenCenter.X, Camera.ViewportSize.Y)
end
Snapline.From = fromPoint
Snapline.To = closest.ScreenPos
SnaplineOutline.From = fromPoint
SnaplineOutline.To = closest.ScreenPos
Snapline.Visible = true
SnaplineOutline.Visible = true
else
Snapline.Visible = false
SnaplineOutline.Visible = false
end
end
end)
Window:DrawCategory({ Name = "Settings" })
local ConfigUI = Window:DrawConfig({ Name = "Config", Icon = "folder", Config = ConfigManager })
ConfigUI:Init()
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