Funktioniert
OPEN SOURCE: Aftermath silent aim

Script-Code
Lua
-- https://robloxscripts.com/script/aftermath-full-anti-cheat-bypass
loadstring(game:HttpGet("https://robloxscripts.com/raw/aftermath-full-anti-cheat-bypass"))()
local TargetPart = "Head"
local ReplicatedFirst = cloneref(game:GetService("ReplicatedFirst"))
local ReplicatedStorage = cloneref(game:GetService("ReplicatedStorage"))
local UserInputService = cloneref(game:GetService("UserInputService"))
local Players = cloneref(game:GetService("Players"))
local CustomMeshCharacter = require(ReplicatedFirst:WaitForChild("GunSystemPlugins"):WaitForChild("CustomMeshCharacter"))
local ConfigService = require(ReplicatedStorage:WaitForChild("CustomCharacter"):WaitForChild("ConfigService"))
local GunInventory = require(ReplicatedStorage:WaitForChild("GunSystem"):WaitForChild("GunLibrary"):WaitForChild("GunInventory"))
local LocalPlayer = Players.LocalPlayer
local CurrentCamera = workspace.CurrentCamera
local StateOffsets = {
["Normal"] = 4.75,
["Crouch"] = 3.5,
["Prone"] = 1.75,
["Sit"] = 2 -- Idfk cant even shoot while sitting
}
local PlayerState = LocalPlayer:WaitForChild("CharData"):WaitForChild("PlayerState")
local IsDead = function(Player: Player)
return Player:GetAttribute("Dead") or Player:GetAttribute("StartLoading") ~= nil
end
local IsInSquad = function(Player: Player)
local Squad = Player:GetAttribute("SquadName")
if Squad == nil then
return false
end
return Squad == LocalPlayer:GetAttribute("SquadName")
end
local GetClosestPlayer = function()
local MouseLocation = UserInputService:GetMouseLocation()
local ClosestPlayer, Distance = nil, math.huge
for _,Data in CustomMeshCharacter:GetCharacters() do
local Player = Data.Player
if Player == LocalPlayer or IsDead(Player) or IsInSquad(Player) then
continue
end
local Char = Data.WorldModel
local AimPart = Char:FindFirstChild(TargetPart)
if not AimPart then
continue
end
local ScreenPos, OnScreen = CurrentCamera:WorldToViewportPoint(AimPart.Position)
if not OnScreen then
continue
end
local Dist = (Vector2.new(ScreenPos.X, ScreenPos.Y) - MouseLocation).Magnitude
if Distance < Dist then
continue
end
Distance = Dist
ClosestPlayer = {
Player = Data.Player,
WorldModel = Data.WorldModel,
TargetPart = AimPart,
Character = Data.Character,
}
end
return ClosestPlayer
end
local DefaultBulletSpeed = ConfigService.server():get("sv_default_bullet_speed")
local LocalInventory = GunInventory.new(LocalPlayer)
local BulletSpeed = DefaultBulletSpeed
local OnSelectedChanged = function(Data)
local EquippedWeaponData = Data.WeaponData
if not EquippedWeaponData then
return
end
local Stats = EquippedWeaponData.Stats
local BulletSettings = Stats.BulletSettings
BulletSpeed = BulletSettings.BulletSpeed and BulletSettings.BulletSpeed.Value or DefaultBulletSpeed
end
if LocalInventory.WeaponData then
OnSelectedChanged(LocalInventory)
end
LocalInventory.SelectedChanged:Connect(OnSelectedChanged)
local BulletGravity = ConfigService.server():get("sv_default_bullet_gravity") or 0
local PredictPosition = function(LocalPos, TargetPos, TargetVelocity)
local TimeToHit = (LocalPos - TargetPos).Magnitude / BulletSpeed
local Predicted = TargetPos + (TargetVelocity * TimeToHit)
TimeToHit = (LocalPos - Predicted).Magnitude / BulletSpeed
return Predicted + Vector3.yAxis * (BulletGravity * TimeToHit ^ 2), Predicted
end
local Offsets = {
CFrame = { 32, 38, 39, 40, 44 },
LookVector = { 33, 34, 45, 46 },
Position = { 49, 50, 51, 56, 16 },
Spread = 22,
Pitch = 36,
Yaw = 37,
BulletId = 48,
Multipliers = 54,
Multipliers2 = 55,
Timestamps = { 31, 4, 8 },
}
local BulletHoleOffsets = {
RaycastResult = 3,
ClientTick = 8,
Position = { 9, 10 }
}
local GetSpread = function(BulletId, Spread)
local Rand = Random.new(BulletId)
return Vector3.new(
Rand:NextNumber() - Rand:NextNumber(),
Rand:NextNumber() - Rand:NextNumber(),
Rand:NextNumber() - Rand:NextNumber()
) / Spread
end
local OldCreate; OldCreate = hookfunction(getrenv().buffer.create, newcclosure(function(Size)
if Size ~= 300 then
return OldCreate(Size)
end
local Stack = debug.getstack(3)[1]
if type(Stack[BulletHoleOffsets.RaycastResult]) == "table" and Stack[BulletHoleOffsets.RaycastResult].Resimulation then
-- bullet_hole
return OldCreate(Size)
end
local PredictedCFrame = CFrame.lookAt(Vector3.zero, Stack[Offsets.LookVector[1]])
local CameraOffset = Vector3.yAxis * (StateOffsets[PlayerState.Value] or 4.75)
local Origin = Stack[Offsets.Position[1]] + CameraOffset
local Closest = GetClosestPlayer()
if Closest then
local RootPart = Closest.Character:FindFirstChild("Part")
local CharVelocity = Closest.Player:FindFirstChild("CharData"):FindFirstChild("Velocity")
local Car = Closest.Player:FindFirstChild("Car")
local TargetVelocity = Vector3.zero
local Vehicle = Car and Car.Value
if Vehicle then
TargetVelocity = Vehicle:FindFirstChild("Chassis").AssemblyLinearVelocity
elseif RootPart then
TargetVelocity = RootPart.AssemblyLinearVelocity
elseif CharVelocity then
TargetVelocity = CharVelocity.Value
else
TargetVelocity = Vector3.zero
end
local TargetPos = PredictPosition(Origin, Closest.TargetPart.Position, TargetVelocity)
PredictedCFrame = CFrame.lookAt(Origin, TargetPos)
end
-- No spread
local Spread = GetSpread(Stack[Offsets.BulletId] + 1, Stack[Offsets.Spread])
PredictedCFrame = CFrame.lookAt(Vector3.zero, PredictedCFrame.LookVector - Spread)
local Pitch, Yaw, _ = PredictedCFrame:ToOrientation()
Stack[Offsets.Pitch] = Pitch
Stack[Offsets.Yaw] = Yaw
for _,Index in Offsets.CFrame do
Stack[Index] = PredictedCFrame.Rotation
end
for _,Index in Offsets.LookVector do
Stack[Index] = PredictedCFrame.LookVector
end
debug.setstack(3, 1, Stack)
return OldCreate(Size)
end, "create"))Beschreibung
Made on game version 267 any future versions most likely have new offsets. I will not be updating this script with new ones if they changed
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Häufig gestellte Fragen
- Wie verwende ich den OPEN SOURCE: Aftermath silent aim-Script?
- Kopiere den obigen Code, öffne deinen Roblox-Executor, füge den Code ein und drücke Ausführen, während du im Spiel bist. Die Funktionen werden sofort aktiviert, sobald der Script läuft.
- Ist der OPEN SOURCE: Aftermath silent aim-Script kostenlos?
- Ja. Dieser Script ist völlig kostenlos zu kopieren und zu verwenden. Wenn er ein Schlüsselsystem nutzt, folge dem Link "Schlüssel erhalten", um ihn kostenlos freizuschalten.
- Ist der OPEN SOURCE: Aftermath silent aim-Script sicher zu verwenden?
- Der vollständige Quellcode wird auf dieser Seite angezeigt, damit du genau lesen kannst, was er tut, bevor du ihn ausführst. Verwende immer einen vertrauenswürdigen Executor, und denke daran, dass die Verwendung von Scripts gegen die Nutzungsbedingungen von Roblox verstößt — verwende sie auf eigene Gefahr.
- Welcher Executor funktioniert mit OPEN SOURCE: Aftermath silent aim?
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