可用
Project Remix - Silent Aim

腳本程式碼
Lua
-- init
if not game:IsLoaded() then
game.Loaded:Wait()
end
if not syn or not protectgui then
getgenv().protectgui = function() end
end
--[[
Universal Silent Aim -> adapted for "Project Remix [Gun Game]" (place 15073271237)
Executor target: Volt (docs.voltbz.net)
Why this differs from the generic Universal Silent Aim:
* Project Remix guns are HITSCAN via the game's own DamageService:Bulletcast /
:PierceBulletcast (main-thread), NOT workspace:Raycast / FindPartOnRay / Mouse.Hit.
* Projectile weapons (rockets / thrown / katana) fire via ProjectileService.NewProjectile.
* Hit registration is CLIENT-AUTHORITATIVE: the weapon resolves the hit part with
DamageService:GetHitTarget and applies damage with DamageService:Damage itself,
so bending the cast direction (or projectile velocity) toward a target lands the hit.
* The generic build hooked game.__namecall / Mouse.__index, which never intercept the
game's custom cast methods (and the bullet SIMULATION runs inside a parallel Actor VM
that main-thread hooks can't reach) -- so it did nothing here. This build hooks the
real chokepoints instead.
]]
local SilentAimSettings = {
Enabled = false,
ClassName = "Project Remix Silent Aim - Averiias, Stefanuk12, xaxa (Bulletcast port)",
ToggleKey = "RightAlt",
TeamCheck = false,
VisibleCheck = false,
Wallbang = false,
TargetPart = "HumanoidRootPart",
FOVRadius = 130,
FOVVisible = false,
ShowSilentAimTarget = false,
ProjectilePrediction = false,
ProjectilePredictionAmount = 0.165,
HitChance = 100
}
-- variables
getgenv().SilentAimSettings = SilentAimSettings
local MainFileName = "UniversalSilentAim"
local FileToSave = ""
local Camera = workspace.CurrentCamera
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local GuiService = game:GetService("GuiService")
local UserInputService = game:GetService("UserInputService")
local HttpService = game:GetService("HttpService")
local LocalPlayer = Players.LocalPlayer
local GetPlayers = Players.GetPlayers
local WorldToViewportPoint = Camera.WorldToViewportPoint
local GetPartsObscuringTarget = Camera.GetPartsObscuringTarget
local FindFirstChild = game.FindFirstChild
local RenderStepped = RunService.RenderStepped
local GetMouseLocation = UserInputService.GetMouseLocation
local resume = coroutine.resume
local create = coroutine.create
local ValidTargetParts = {"Head", "HumanoidRootPart"}
local PredictionAmount = 0.165
local mouse_box = Drawing.new("Square")
mouse_box.Visible = false
mouse_box.ZIndex = 999
mouse_box.Color = Color3.fromRGB(54, 57, 241)
mouse_box.Thickness = 20
mouse_box.Size = Vector2.new(20, 20)
mouse_box.Filled = true
local fov_circle = Drawing.new("Circle")
fov_circle.Thickness = 1
fov_circle.NumSides = 100
fov_circle.Radius = 180
fov_circle.Filled = false
fov_circle.Visible = false
fov_circle.ZIndex = 999
fov_circle.Transparency = 1
fov_circle.Color = Color3.fromRGB(54, 57, 241)
-- resolve the game's framework services (Volt: getrenv exposes the game's real _G)
local GameGlobal = getrenv()._G
local DamageService, ProjectileService
do
local ok = pcall(function()
DamageService = GameGlobal:GetService("DamageService")
ProjectileService = GameGlobal:GetService("ProjectileService")
end)
if not ok or not DamageService then
warn("[SilentAim] Could not resolve DamageService/ProjectileService -- game framework changed?")
end
end
function CalculateChance(Percentage)
-- // Floor the percentage
Percentage = math.floor(Percentage)
-- // Get the chance
local chance = math.floor(Random.new():NextNumber(0, 1) * 100) / 100
-- // Return
return chance <= Percentage / 100
end
--[[file handling]] do
if not isfolder(MainFileName) then
makefolder(MainFileName)
end
if not isfolder(string.format("%s/%s", MainFileName, tostring(game.PlaceId))) then
makefolder(string.format("%s/%s", MainFileName, tostring(game.PlaceId)))
end
end
-- functions
local function GetFiles() -- credits to the linoria lib for this function, listfiles returns the files full path and its annoying
local out = {}
local Files = listfiles(string.format("%s/%s", MainFileName, tostring(game.PlaceId)))
for i = 1, #Files do
local file = Files[i]
if file:sub(-4) == '.lua' then
local pos = file:find('.lua', 1, true)
local start = pos
local char = file:sub(pos, pos)
while char ~= '/' and char ~= '\\' and char ~= '' do
pos = pos - 1
char = file:sub(pos, pos)
end
if char == '/' or char == '\\' then
table.insert(out, file:sub(pos + 1, start - 1))
end
end
end
return out
end
local function UpdateFile(FileName)
assert(FileName and FileName ~= "", "oopsies")
writefile(string.format("%s/%s/%s.lua", MainFileName, tostring(game.PlaceId), FileName), HttpService:JSONEncode(SilentAimSettings))
end
local function LoadFile(FileName)
assert(FileName and FileName ~= "", "oopsies")
local File = string.format("%s/%s/%s.lua", MainFileName, tostring(game.PlaceId), FileName)
local ConfigData = HttpService:JSONDecode(readfile(File))
for Index, Value in next, ConfigData do
SilentAimSettings[Index] = Value
end
end
local function getPositionOnScreen(Vector)
-- WorldToViewportPoint matches UserInputService:GetMouseLocation (both include the GUI inset)
local Vec3, OnScreen = WorldToViewportPoint(Camera, Vector)
return Vector2.new(Vec3.X, Vec3.Y), OnScreen
end
local function getMousePosition()
return GetMouseLocation(UserInputService)
end
-- Project Remix characters live in workspace.Characters. The authoritative root is a
-- top-level HumanoidRootPart (CollisionGroup "PlayerRoot"); the visible/hittable R15 limbs
-- (CollisionGroup "Hitbox") sit under a "Playermodel" submodel, with the head as "HeadHitbox".
local function isDead(Character)
local health = Character:GetAttribute("Health")
if health ~= nil then
return health <= 0
end
local humanoid = Character:FindFirstChildOfClass("Humanoid")
if humanoid then
return humanoid.Health <= 0
end
return false
end
local function resolvePart(Character, partName)
if partName == "Head" then
local playermodel = FindFirstChild(Character, "Playermodel")
if playermodel then
return FindFirstChild(playermodel, "HeadHitbox")
or FindFirstChild(playermodel, "Head")
or FindFirstChild(playermodel, "UpperTorso")
or FindFirstChild(Character, "HumanoidRootPart")
end
return FindFirstChild(Character, "HumanoidRootPart")
end
-- default / HumanoidRootPart
return FindFirstChild(Character, "HumanoidRootPart")
or (FindFirstChild(Character, "Playermodel") and FindFirstChild(FindFirstChild(Character, "Playermodel"), "UpperTorso"))
end
local function getAimPart(Character)
local target = Options and Options.TargetPart.Value or SilentAimSettings.TargetPart
if target == "Random" then
target = ValidTargetParts[math.random(1, #ValidTargetParts)]
end
return resolvePart(Character, target)
end
-- Project Remix does NOT use Roblox's native Player.Team (always nil). Teams are a player
-- attribute "Team" (integer), only meaningful when workspace attribute "TeamsEnabled" is true
-- (FFA modes leave it false, so every player is a valid target regardless of Team).
local function isSameTeam(Player)
if not workspace:GetAttribute("TeamsEnabled") then return false end
local myTeam = LocalPlayer:GetAttribute("Team")
local theirTeam = Player:GetAttribute("Team")
return myTeam ~= nil and theirTeam ~= nil and myTeam == theirTeam
end
local function IsCharacterVisible(Character, Root)
local LocalCharacter = LocalPlayer.Character
if not LocalCharacter then return true end
local CastPoints = {Root.Position, LocalCharacter, Character}
local IgnoreList = {LocalCharacter, Character}
local Obscuring = #GetPartsObscuringTarget(Camera, CastPoints, IgnoreList)
return Obscuring == 0
end
-- returns the BasePart to aim at (respecting FOV / team / visible / health checks)
local function getTarget()
local mousePosition = getMousePosition()
local radius = (Options and Options.Radius.Value) or SilentAimSettings.FOVRadius or 2000
local closestPart
local closestCharacter
local closestDistance
for _, Player in next, GetPlayers(Players) do
if Player == LocalPlayer then continue end
if Options and Toggles.TeamCheck.Value and isSameTeam(Player) then continue end
local Character = Player.Character
if not Character then continue end
if isDead(Character) then continue end
local Root = FindFirstChild(Character, "HumanoidRootPart")
if not Root then continue end
-- Wallbang bypasses the line-of-sight requirement (the cast is redirected to ignore geometry)
if Options and Toggles.VisibleCheck.Value and not (Toggles.Wallbang and Toggles.Wallbang.Value)
and not IsCharacterVisible(Character, Root) then continue end
local ScreenPosition, OnScreen = getPositionOnScreen(Root.Position)
if not OnScreen then continue end
local Distance = (mousePosition - ScreenPosition).Magnitude
if Distance <= radius and (not closestDistance or Distance < closestDistance) then
local aimPart = getAimPart(Character)
if aimPart then
closestDistance = Distance
closestPart = aimPart
closestCharacter = Character
end
end
end
return closestPart, closestCharacter
end
-- ui creating & handling
local Library = loadstring(game:HttpGet("https://raw.githubusercontent.com/violin-suzutsuki/LinoriaLib/main/Library.lua"))()
Library:SetWatermark("github.com/Averiias")
local Window = Library:CreateWindow({Title = 'Project Remix Silent Aim', Center = true, AutoShow = true, TabPadding = 8, MenuFadeTime = 0.2})
local GeneralTab = Window:AddTab("General")
local MainBOX = GeneralTab:AddLeftTabbox("Main") do
local Main = MainBOX:AddTab("Main")
Main:AddToggle("aim_Enabled", {Text = "Enabled"}):AddKeyPicker("aim_Enabled_KeyPicker", {Default = "RightAlt", SyncToggleState = true, Mode = "Toggle", Text = "Enabled", NoUI = false})
Options.aim_Enabled_KeyPicker:OnClick(function()
SilentAimSettings.Enabled = not SilentAimSettings.Enabled
Toggles.aim_Enabled.Value = SilentAimSettings.Enabled
Toggles.aim_Enabled:SetValue(SilentAimSettings.Enabled)
mouse_box.Visible = SilentAimSettings.Enabled and Toggles.MousePosition.Value
end)
Main:AddToggle("TeamCheck", {Text = "Team Check", Default = SilentAimSettings.TeamCheck}):OnChanged(function()
SilentAimSettings.TeamCheck = Toggles.TeamCheck.Value
end)
Main:AddToggle("VisibleCheck", {Text = "Visible Check", Default = SilentAimSettings.VisibleCheck}):OnChanged(function()
SilentAimSettings.VisibleCheck = Toggles.VisibleCheck.Value
end)
Main:AddToggle("Wallbang", {Text = "Wallbang", Tooltip = "Redirects the shot to ignore geometry so it hits the target through walls (hitscan guns).", Default = SilentAimSettings.Wallbang}):OnChanged(function()
SilentAimSettings.Wallbang = Toggles.Wallbang.Value
end)
Main:AddDropdown("TargetPart", {AllowNull = true, Text = "Target Part", Default = SilentAimSettings.TargetPart, Values = {"Head", "HumanoidRootPart", "Random"}}):OnChanged(function()
SilentAimSettings.TargetPart = Options.TargetPart.Value
end)
Main:AddSlider('HitChance', {
Text = 'Hit chance',
Default = 100,
Min = 0,
Max = 100,
Rounding = 1,
Compact = false,
})
Options.HitChance:OnChanged(function()
SilentAimSettings.HitChance = Options.HitChance.Value
end)
end
local MiscellaneousBOX = GeneralTab:AddLeftTabbox("Miscellaneous")
local FieldOfViewBOX = GeneralTab:AddLeftTabbox("Field Of View") do
local Main = FieldOfViewBOX:AddTab("Visuals")
Main:AddToggle("Visible", {Text = "Show FOV Circle"}):AddColorPicker("Color", {Default = Color3.fromRGB(54, 57, 241)}):OnChanged(function()
fov_circle.Visible = Toggles.Visible.Value
SilentAimSettings.FOVVisible = Toggles.Visible.Value
end)
Main:AddSlider("Radius", {Text = "FOV Circle Radius", Min = 0, Max = 360, Default = 130, Rounding = 0}):OnChanged(function()
fov_circle.Radius = Options.Radius.Value
SilentAimSettings.FOVRadius = Options.Radius.Value
end)
Main:AddToggle("MousePosition", {Text = "Show Silent Aim Target"}):AddColorPicker("MouseVisualizeColor", {Default = Color3.fromRGB(54, 57, 241)}):OnChanged(function()
mouse_box.Visible = Toggles.MousePosition.Value and Toggles.aim_Enabled.Value
mouse_box.Color = Options.MouseVisualizeColor.Value
SilentAimSettings.ShowSilentAimTarget = Toggles.MousePosition.Value
end)
local PredictionTab = MiscellaneousBOX:AddTab("Prediction")
PredictionTab:AddToggle("Prediction", {Text = "Projectile Lead Prediction", Tooltip = "Only affects projectile weapons (rockets / thrown). Hitscan guns are instant and need no lead."}):OnChanged(function()
SilentAimSettings.ProjectilePrediction = Toggles.Prediction.Value
end)
PredictionTab:AddSlider("Amount", {Text = "Prediction Amount", Min = 0.165, Max = 1, Default = 0.165, Rounding = 3}):OnChanged(function()
PredictionAmount = Options.Amount.Value
SilentAimSettings.ProjectilePredictionAmount = Options.Amount.Value
end)
end
local CreateConfigurationBOX = GeneralTab:AddRightTabbox("Create Configuration") do
local Main = CreateConfigurationBOX:AddTab("Create Configuration")
Main:AddInput("CreateConfigTextBox", {Default = "", Numeric = false, Finished = false, Text = "Create Configuration to Create", Tooltip = "Creates a configuration file containing settings you can save and load", Placeholder = "File Name here"}):OnChanged(function()
if Options.CreateConfigTextBox.Value and string.len(Options.CreateConfigTextBox.Value) ~= 0 then
FileToSave = Options.CreateConfigTextBox.Value
end
end)
Main:AddButton("Create Configuration File", function()
if FileToSave ~= "" and FileToSave ~= nil then
UpdateFile(FileToSave)
end
end)
end
local SaveConfigurationBOX = GeneralTab:AddRightTabbox("Save Configuration") do
local Main = SaveConfigurationBOX:AddTab("Save Configuration")
Main:AddDropdown("SaveConfigurationDropdown", {AllowNull = true, Values = GetFiles(), Text = "Choose Configuration to Save"})
Main:AddButton("Save Configuration", function()
if Options.SaveConfigurationDropdown.Value then
UpdateFile(Options.SaveConfigurationDropdown.Value)
end
end)
end
local LoadConfigurationBOX = GeneralTab:AddRightTabbox("Load Configuration") do
local Main = LoadConfigurationBOX:AddTab("Load Configuration")
Main:AddDropdown("LoadConfigurationDropdown", {AllowNull = true, Values = GetFiles(), Text = "Choose Configuration to Load"})
Main:AddButton("Load Configuration", function()
if table.find(GetFiles(), Options.LoadConfigurationDropdown.Value) then
LoadFile(Options.LoadConfigurationDropdown.Value)
Toggles.TeamCheck:SetValue(SilentAimSettings.TeamCheck)
Toggles.VisibleCheck:SetValue(SilentAimSettings.VisibleCheck)
Toggles.Wallbang:SetValue(SilentAimSettings.Wallbang)
Options.TargetPart:SetValue(SilentAimSettings.TargetPart)
Toggles.Visible:SetValue(SilentAimSettings.FOVVisible)
Options.Radius:SetValue(SilentAimSettings.FOVRadius)
Toggles.MousePosition:SetValue(SilentAimSettings.ShowSilentAimTarget)
Toggles.Prediction:SetValue(SilentAimSettings.ProjectilePrediction)
Options.Amount:SetValue(SilentAimSettings.ProjectilePredictionAmount)
Options.HitChance:SetValue(SilentAimSettings.HitChance)
end
end)
end
resume(create(function()
RenderStepped:Connect(function()
if Toggles.MousePosition.Value and Toggles.aim_Enabled.Value then
local part = getTarget()
if part then
local root = (part.Parent and part.Parent:IsA("Model") and part.Parent.PrimaryPart) or part
local ViewportPoint, IsOnScreen = WorldToViewportPoint(Camera, root.Position)
mouse_box.Visible = IsOnScreen
mouse_box.Position = Vector2.new(ViewportPoint.X, ViewportPoint.Y)
else
mouse_box.Visible = false
mouse_box.Position = Vector2.new()
end
end
if Toggles.Visible.Value then
fov_circle.Visible = Toggles.Visible.Value
fov_circle.Color = Options.Color.Value
fov_circle.Position = getMousePosition()
end
end)
end))
-- hooks
-- Guns are hitscan: DamageService:Bulletcast(self, origin, radius, direction, params, name)
-- and :PierceBulletcast(self, origin, radius, direction, params). We bend `direction` toward
-- the target (preserving its magnitude = weapon range). The cast then returns the target's
-- hitbox, the weapon resolves the player with GetHitTarget and applies damage itself.
--
-- Wallbang: bending the direction alone still lets the cast stop on a wall between the muzzle
-- and the target. When Wallbang is on we swap in a RaycastParams that ONLY includes the target
-- character (Include filter), so the ray ignores all geometry and lands on the target's hitbox.
-- Body damage is applied client-side, so this registers through walls.
local function wallbangParams(character)
local params = RaycastParams.new()
params.FilterType = Enum.RaycastFilterType.Include
params.FilterDescendantsInstances = { character }
params.RespectCanCollide = false
params.IgnoreWater = true
return params
end
-- redirects a hitscan cast at the current target; returns (direction, params) to pass through
local function aimCast(origin, direction, params)
if typeof(origin) ~= "Vector3" or typeof(direction) ~= "Vector3" or direction.Magnitude == 0 then
return direction, params
end
local part, character = getTarget()
if not part then return direction, params end
direction = (part.Position - origin).Unit * direction.Magnitude
if Toggles.Wallbang and Toggles.Wallbang.Value and character then
params = wallbangParams(character)
end
return direction, params
end
local shouldAim = function()
return Toggles.aim_Enabled.Value and not checkcaller() and CalculateChance(SilentAimSettings.HitChance)
end
if DamageService then
local oldBulletcast
oldBulletcast = hookfunction(DamageService.Bulletcast, newcclosure(function(self, origin, radius, direction, params, name)
if shouldAim() then
direction, params = aimCast(origin, direction, params)
end
return oldBulletcast(self, origin, radius, direction, params, name)
end))
local oldPierce
oldPierce = hookfunction(DamageService.PierceBulletcast, newcclosure(function(self, origin, radius, direction, params)
if shouldAim() then
direction, params = aimCast(origin, direction, params)
end
return oldPierce(self, origin, radius, direction, params)
end))
end
-- Projectile weapons: ProjectileService.NewProjectile(Player, Type, Position, Velocity, ...)
-- Bend the initial Velocity toward the target (preserving speed). Optional linear lead
-- prediction accounts for projectile travel time.
if ProjectileService then
local oldNewProjectile
oldNewProjectile = hookfunction(ProjectileService.NewProjectile, newcclosure(function(player, projectileType, position, velocity, ...)
if shouldAim() and typeof(position) == "Vector3" and typeof(velocity) == "Vector3" and velocity.Magnitude > 0 then
local part = getTarget()
if part then
local aimPoint = part.Position
if Toggles.Prediction.Value then
local targetVelocity = part.AssemblyLinearVelocity
local speed = velocity.Magnitude
if speed > 0 then
local travelTime = (aimPoint - position).Magnitude / speed
aimPoint = aimPoint + targetVelocity * (travelTime + PredictionAmount)
end
end
velocity = (aimPoint - position).Unit * velocity.Magnitude
end
end
return oldNewProjectile(player, projectileType, position, velocity, ...)
end))
end
描述
Silent Aim for Project Remix, based on Averiias's Universal Silent Aim script on [GitHub](https://github.com/Averiias/Universal-SilentAim).
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常見問題
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