--[[
Information:
- Inspired by Averiias silent aim, Script Made by @Emmanuelz7 on YT
Credits to Douqle for UI
]]
-- // Dependencies
local _, AimingPage, _ = loadstring(game:HttpGet("https://raw.githubusercontent.com/Stefanuk12/Aiming/main/GUI.lua"))()
local Aiming = loadstring(game:HttpGet("https://raw.githubusercontent.com/Stefanuk12/Aiming/main/Load.lua"))()("Module")
local AimingChecks = Aiming.Checks
local AimingSelected = Aiming.Selected
local AimingSettingsIgnored = Aiming.Settings.Ignored
local AimingSettingsIgnoredPlayers = Aiming.Settings.Ignored.Players
local AimingSettingsIgnoredWhitelistMode = AimingSettingsIgnored.WhitelistMode
-- // Services
local UserInputService = game:GetService("UserInputService")
-- // Config
local Configuration = {
-- // The ones under this you may change - if you are a normal user
Enabled = true,
Method = "Target,Hit",
FocusMode = false, -- // Stays locked on to that player only. If true then uses the silent aim keybind, if a input type is entered, then that is used
ToggleBind = false, -- // true = Toggle, false = Hold (to enable)
Keybind = Enum.UserInputType.MouseButton2, -- // You can also have Enum.KeyCode.E, etc.
-- // Do not change anything below here - if you are not a normal user
CurrentlyFocused = nil,
SupportedMethods = {
__namecall = {"Raycast", "FindPartOnRay", "FindPartOnRayWithWhitelist", "FindPartOnRayWithIgnoreList"},
__index = {"Target", "Hit", "X", "Y", "UnitRay"}
},
ExpectedArguments = {
FindPartOnRayWithIgnoreList = {
ArgCountRequired = 3,
Args = {
"Instance", "Ray", "table", "boolean", "boolean"
}
},
FindPartOnRayWithWhitelist = {
ArgCountRequired = 3,
Args = {
"Instance", "Ray", "table", "boolean"
}
},
FindPartOnRay = {
ArgCountRequired = 2,
Args = {
"Instance", "Ray", "Instance", "boolean", "boolean"
}
},
Raycast = {
ArgCountRequired = 3,
Args = {
"Instance", "Vector3", "Vector3", "RaycastParams"
}
}
}
}
local IsToggled = false
Aiming.SilentAim = Configuration
-- // Functions
local function CalculateDirection(Origin, Destination, Length)
return (Destination - Origin).Unit * Length
end
--// Validate arguments passed through namecall
local function ValidateArguments(Args, Method)
--// Get Type Information from Method
local TypeInformation = Configuration.ExpectedArguments[Method]
if not TypeInformation then return false end
--// Make new table for successful matches
local Matches = 0
--// Go through every argument passed
for ArgumentPosition, Argument in next, Args do
--// Check if argument type is a certain type
if typeof(Argument) == TypeInformation.Args[ArgumentPosition] then
Matches = Matches + 1
end
end
--// Get information
local ExpectedValid = #Args
local GotValid = Matches
--// Return whether or not arguments are valid
return ExpectedValid == GotValid
end
-- // Additional checks you can add yourself, e.g. upvalue checks
function Configuration.AdditionalCheck(metamethod, method, callingscript, ...)
return true
end
-- // Checks if a certain method is enabled
local stringsplit = string.split
local stringlower = string.lower
local tablefind = table.find
local function IsMethodEnabled(Method, Given, PossibleMethods)
-- // Split it all up
PossibleMethods = PossibleMethods or stringsplit(Configuration.Method, ",")
Given = Given or Method
-- // Vars
local LoweredMethod = stringlower(Method)
local FoundI = tablefind(PossibleMethods, Method) or tablefind(PossibleMethods, LoweredMethod) -- // to cover stuff like target (lowercase)
local Found = FoundI ~= nil
local Matches = LoweredMethod == stringlower(Given)
-- // Return
return Found and Matches
end
-- // Allows you to easily toggle multiple methods on and off
function Configuration.ToggleMethod(Method, State)
-- // Vars
local EnabledMethods = Configuration.Method:split(",")
local FoundI = table.find(EnabledMethods, Method)
-- //
if (State) then
if (not FoundI) then
table.insert(EnabledMethods, Method)
end
else
if (FoundI) then
table.remove(EnabledMethods, FoundI)
end
end
-- // Set
Configuration.Method = table.concat(EnabledMethods, ",")
end
-- // Modify the position/cframe, add prediction yourself (use Aiming.Selected)
function Configuration.ModifyCFrame(OnScreen)
return OnScreen and AimingSelected.Position or AimingSelected.Part.CFrame
end
-- // Focuses a player
local Backup = {table.unpack(AimingSettingsIgnoredPlayers)}
function Configuration.FocusPlayer(Player)
table.insert(AimingSettingsIgnoredPlayers, Player)
AimingSettingsIgnoredWhitelistMode.Players = true
end
-- // Unfocuses a player
function Configuration.Unfocus(Player)
-- // Find it within ignored, and remove if found
local PlayerI = table.find(AimingSettingsIgnoredPlayers, Player)
if (PlayerI) then
table.remove(AimingSettingsIgnoredPlayers, PlayerI)
end
-- // Disable whitelist mode
AimingSettingsIgnoredWhitelistMode.Players = false
end
-- // Unfocuses everything
function Configuration.UnfocusAll(Replacement)
Replacement = Replacement or Backup
AimingSettingsIgnored.Players = Replacement
AimingSettingsIgnoredWhitelistMode.Players = false
end
-- //
function Configuration.FocusHandler()
if (Configuration.CurrentlyFocused) then
Configuration.Unfocus(Configuration.CurrentlyFocused)
Configuration.CurrentlyFocused = nil
return
end
if (AimingChecks.IsAvailable()) then
Configuration.FocusPlayer(AimingSelected.Instance)
Configuration.CurrentlyFocused = AimingSelected.Instance
end
end
-- // For the toggle and stuff
local function CheckInput(Input, Expected)
local InputType = Expected.EnumType == Enum.KeyCode and "KeyCode" or "UserInputType"
return Input[InputType] == Expected
end
UserInputService.InputBegan:Connect(function(Input, GameProcessedEvent)
-- // Make sure is not processed
if (GameProcessedEvent) then
return
end
-- // Check if matches bind
local FocusMode = Configuration.FocusMode
if (CheckInput(Input, Configuration.Keybind)) then
if (Configuration.ToggleBind) then
IsToggled = not IsToggled
else
IsToggled = true
end
if (FocusMode == true) then
Configuration.FocusHandler()
end
end
-- // FocusMode check
if (typeof(FocusMode) == "Enum" and CheckInput(Input, FocusMode)) then
Configuration.FocusHandler()
end
end)
UserInputService.InputEnded:Connect(function(Input, GameProcessedEvent)
-- // Make sure is not processed
if (GameProcessedEvent) then
return
end
-- // Check if matches bind
if (CheckInput(Input, Configuration.Keybind) and not Configuration.ToggleBind) then
IsToggled = false
end
end)
-- // Hooks
local __namecall
__namecall = hookmetamethod(game, "__namecall", function(...)
-- // Vars
local args = {...}
local self = args[1]
local method = getnamecallmethod()
local callingscript = getcallingscript()
-- // Make sure everything is in order
if (self == workspace and not checkcaller() and IsToggled and table.find(Configuration.SupportedMethods.__namecall, method) and IsMethodEnabled(method) and AimingChecks.IsAvailable() and Configuration.Enabled and ValidateArguments(args, method) and Configuration.AdditionalCheck("__namecall", method, callingscript, ...)) then
-- // Raycast
if (method == "Raycast") then
-- // Modify args
args[3] = CalculateDirection(args[2], Configuration.ModifyCFrame(false).Position, 1000)
-- // Return
return __namecall(unpack(args))
end
-- // The rest pretty much, modify args
local Origin = args[2].Origin
local Direction = CalculateDirection(Origin, AimingSelected.Part.Position, 1000)
args[2] = Ray.new(Origin, Direction)
-- // Return
return __namecall(unpack(args))
end
-- //
return __namecall(...)
end)
local __index
__index = hookmetamethod(game, "__index", function(t, k)
-- // Vars
local callingscript = getcallingscript()
-- // Make sure everything is in order
if (t:IsA("Mouse") and not checkcaller() and IsToggled and AimingChecks.IsAvailable() and IsMethodEnabled(k) and Configuration.Enabled and Configuration.AdditionalCheck("__index", nil, callingscript, t, k)) then
-- // Vars
local LoweredK = k:lower()
-- // Target
if (LoweredK == "target") then
return AimingSelected.Part
end
-- // Hit
if (LoweredK == "hit") then
return Configuration.ModifyCFrame(false)
end
-- // X/Y
if (LoweredK == "x" or LoweredK == "y") then
return Configuration.ModifyCFrame(true)[k]
end
-- // UnitRay
if (LoweredK == "unitray") then
local Origin = __index(t, k).Origin
local Direction = CalculateDirection(Origin, Configuration.ModifyCFrame(false).Position)
return Ray.new(Origin, Direction)
end
end
-- // Return
return __index(t, k)
end)
-- // GUI
local SilentAimSection = AimingPage:addSection({
title = "Silent Aim"
})
SilentAimSection:addToggle({
title = "Enabled",
default = Configuration.Enabled,
callback = function(value)
Configuration.Enabled = value
end
})
SilentAimSection:addToggle({
title = "Focus Mode",
default = Configuration.FocusMode,
callback = function(value)
Configuration.FocusMode = value
end
})
SilentAimSection:addToggle({
title = "Toggle Bind",
default = Configuration.ToggleBind,
callback = function(value)
Configuration.ToggleBind = value
end
})
SilentAimSection:addKeybind({
title = "Keybind",
default = Configuration.Keybind,
changedCallback = function(value)
Configuration.Keybind = value
end
})
SilentAimSection:addToggle({
title = "Focus Mode (Uses Keybind)",
default = Configuration.FocusMode,
callback = function(value)
Configuration.FocusMode = value
end
})
SilentAimSection:addKeybind({
title = "Focus Mode (Custom Bind)",
changedCallback = function(value)
Configuration.FocusMode = value
end
})
-- // Adding each method
local SilentAimMethodsSection = AimingPage:addSection({
title = "Silent Aim: Methods"
})
for _, method in ipairs(Configuration.SupportedMethods.__index) do
SilentAimMethodsSection:addToggle({
title = method,
default = IsMethodEnabled(method),
callback = function(value)
Configuration.ToggleMethod(method, value)
end
})
end
for _, method in ipairs(Configuration.SupportedMethods.__namecall) do
SilentAimMethodsSection:addToggle({
title = method,
default = IsMethodEnabled(method),
callback = function(value)
Configuration.ToggleMethod(method, value)
end
})
end
Universal Silent Aim - Pastebin.com (2025)
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