Berfungsi
OPEN SOURCE: Aftermath silent aim

Kode Script
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"))Deskripsi
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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