Recoil beta roblox script

Discharging Sound optional — Plays Recoil beta roblox script the weapon is discharging, for example if you charge the weapon just partially and release the shoot button.Impact ImageLabel optional — Direct child of ImpactBillboard ; this begins fully opaque, grows to the full size of the ImpactBillboard over 0.Hit Marks This visual addition appears on the surface where projectiles hit and is useful for arrows, bullet holes, scorch marks, etc.Ejecting Bullet Casings Weapons can include physical bullet casings that eject upon firing and fall to the ground.Additional children for any Weapon Options.A charging weapon like the Railgun must be charged up between shots before it can fire again.RightString0 Attachment optional — Point where the right side of the string is attached to the bow.DirectionalIndicators Folder.Make the weapon into a charging weapon as specified in Charging Weapon.StringLoose Attachment optional — Point where String1 should be when the bow is at rest.StartupTime NumberValue optional — Length of time after equipping this weapon before the player can shoot; default is 0.NumMuzzleParticles IntValue optional — Number of muzzle particles that will be emitted; default is This script also has FOV customization, circle color, circle filled, circle thickness, circle radius fov or sizecircle position and how many sides does the circle have set to 64 for a circle, anything below 3 won’t work.ActionCloseTime NumberValue optional — Time it takes for the bolt to animate to closed position; default is 0.Jan 24, DischargeRate NumberValue optional — Rate at which the weapon will discharge; default is 0 which means the Recoil beta roblox script will not discharge at all.You can include multiple emitters of this name and each will emit while charging.String1 Attachment optional — The center point of the string.This Platform uses cookies to offer you a better experience, to personalize content, to provide social media features and to analyse the traffic on our site.Rocket Launcher.
GitHub – Exunys/Aimbot-Script: ROBLOX Universal Aimbot Script

Weapons Kit – ShowEntireTrailUntilHit BoolValue optional — Set to true to render the trail from the weapon tip all the way to wherever the projectile is; this will override both TrailLength and TrailLengthFactor and the trail will only disappear once the projectile hits something.Fired Sound optional — Plays when the weapon is fired.Default is 3.ShotCooldown NumberValue optional — Minimum waiting time between clicks; default is 0.Note that you must specify the following four Vector3Value objects to make this animate.For example, [Model] refers to the weapon’s Model and you can rename it to whatever makes sense.

Check out the new version here.This script works on all games unless the character is not in workspace Feel free to edit any of the global settings inside the script.Editable settings :.This script also has FOV customization, circle color, circle filled, circle thickness, circle radius fov or size , circle position and how many sides does the circle have set to 64 for a circle, anything below 3 won’t work.

Load the script by using the code below or by copying it from here.Skip to content.Star 3.Branches Tags.Could not load branches.Could not load tags.Latest commit.Git stats 20 commits.Failed to load latest commit information.Without FOV Circle.

Oct 28, Later, be sure to delete the WeaponsSystem folder from any new endorsed weapons you add to avoid confusion while configuring weapon options.The WeaponsSystem folder which controls all endorsed weapons is structured as follows:.Below are all the generic descendants needed to modify a weapon or create a new weapon, along with all optional descendants to override.More specialized options are specified in Weapon Options.

Physical projectiles can be specified for any weapon, along with Sound Sounds , Beam Beams , and ParticleEmitter ParticleEmitters for hit effects and other special effects.This visual addition appears on the surface where projectiles hit and is useful for arrows, bullet holes, scorch marks, etc.Projectiles can include an Explosion object to damage players in an area around the impact point.

A charging weapon like the Railgun must be charged up between shots before it can fire again.A bow weapon like the Crossbow can include a realistic string and arms construction, as well as a visual arrow nocked to the string.The core weapons system interfaces with this system to update the GUI based on things like spread of the gun, indicators for when you get hit or hit others, etc.For example, if someone shoots you, a red semi-circle can show up around your crosshair in the direction the shot came from.

Other examples include indicators to show the direction of footsteps, indirect gunfire, or even environmental objects such as chests.These will only show up for the player that damaged another player, not for spectating players.To customize the shoulder camera, modify the variables under the — Configuration parameters constants comment in the ShoulderCamera.

You can modify things such as field of view, offset from player, walk speed while sprinting or zooming, etc.This Platform uses cookies to offer you a better experience, to personalize content, to provide social media features and to analyse the traffic on our site.

For further information, including information on how to prevent or manage the use of cookies on this Platform, please refer to our Privacy and Cookie Policy.

Coding and Scripts.Studio Basics.User Interface.Collapse Sidebar Tutorials All Content.Hide content Show content.To use an endorsed weapon in your game: Select one of the following weapons: Pistol.Auto Rifle.Submachine Gun.Sniper Rifle.Grenade Launcher.Rocket Launcher.First Endorsed Weapon? WeaponsSystem Folder.Animations Folder where animations used in the weapons system are placed.Casings Folder where all bullet casings are stored.

HitMarks Folder where all hit mark effects are stored.Shots Folder where all shot effects are stored.Configuration Folder where configuration values for the weapons system are kept.SprintEnabled BoolValue which is involved in sprint control.WeaponTypes Folder where all weapon types are specified.ServerWeaponsScript Script which ensures only one instance of the weapons system runs.

ClientWeaponsScript LocalScript which ensures only one instance of the weapons system runs.NetworkingCallbacks ModuleScript.WeaponData RemoteEvent.WeaponsSystem ModuleScript.Modifying a Weapon Below are all the generic descendants needed to modify a weapon or create a new weapon, along with all optional descendants to override.However, if something is noted as a specific inherited type such as ” Handle Part ,” that object must be a Part.

Square brackets [] refer to the object in general and the name doesn’t matter.For example, [Model] refers to the weapon’s Model and you can rename it to whatever makes sense.HandleAttachment Attachment required — Position this attachment on a weapon model BasePart where you want the handle to be welded to.Fired Sound optional — Plays when the weapon is fired.Reload Sound optional — Plays when the weapon is reloaded.Additional descendants for any Weapon Options.

Handle Part required — Part positioned where you want the player to hold the weapon.Note that all items have default values, so you can omit those you don’t need to change.AmmoCapacity IntValue optional — Number of shots in each “ammo clip” before player must reload; default is Note that ammo is unlimited and this does not specify how much ammo a player is carrying.

FireMode StringValue optional — Choose from either Semiautomatic click once for each shot , Automatic hold click to continuously fire , or Burst click to shoot a burst of bullets depending on NumBurstShots.Default is Semiautomatic.ShotCooldown NumberValue optional — Minimum waiting time between clicks; default is 0.For Automatic weapons, this is also the time between shots while holding click.HitDamage NumberValue optional — Amount of damage each direct hit does; default is Default is and anything hit beyond this distance will receive less and less damage as the distance nears ZeroDamageDistance.

ZeroDamageDistance NumberValue optional — Anything hit at or beyond this distance will receive no damage; default is Setting this to something like can simulate raycasting weapons like laser guns.MinSpread NumberValue optional — Minimum amount of spread for the weapon; default is 0.

For example, this value for the Crossbow is 1 because its arrows should arc, but this value for the Rocket Launcher is 0 because rockets should travel straight.Default is false.RecoilMin NumberValue optional — Minimum recoil added for each shot; default is 0.RecoilMax NumberValue optional — Maximum recoil added for each shot; default is 0.TotalRecoilMax NumberValue optional — Total maximum accumulated recoil weapon’s current recoil will never be higher than this value ; default is 2.

RecoilDecay NumberValue optional — Decay multiplier for recoil essentially the rate at which recoil will go away after shooting ; default is 0.

StartupTime NumberValue optional — Length of time after equipping this weapon before the player can shoot; default is 0.This prevents players from firing a single shot from a bunch of different weapons in quick succession.

Set this to 0 if you want the sound to always play at the same pitch.Default is 0.This is useful for weapons like the Shotgun that fires multiple bullets at same time.

Note that one shot will always use exactly one ammo regardless of this value.Additional children for any Weapon Options.BoltMotor Motor6D required — Used to animate the bolt.

BoltMotorStart Attachment required — Point where the bolt is when it’s at rest.BoltMotorTarget Attachment required — Point where the bolt animates to when shooting.BoltOpenSound Sound optional — Plays when the bolt opens.BoltCloseSound Sound optional — Plays when the bolt closes.

ActionOpenTime NumberValue optional — Time it takes for the bolt to animate to open position; default is 0.

ActionCloseTime NumberValue optional — Time it takes for the bolt to animate to closed position; default is 0.Ejecting Bullet Casings Weapons can include physical bullet casings that eject upon firing and fall to the ground.

Note that its orientation determines the direction the casings will pop out.CasingHitSound Sound optional — Plays when casings hit the ground.ShouldMovePart BoolValue optional — Set to true if the weapon’s ShotEffect should move with the projectile or false if not; default is false.You should only set this to true if there’s a visible object that moves with each shot, such as an arrow or rocket.Default is nil which means no manual fade will be applied by code.Default is 3.HitParticlesUsePartColor BoolValue optional — Set to true if you want the hit particles to be the color of the hit surface, false if you want hit particles to not change color.

Default is true.Don’t forget to set attachments see descendants which follow.

System Folder Structure

theconcertgoer.com › robloxhackers › comments › any_aimbot_andor_esp_sc.theconcertgoer.com? refPageId=cdcf theconcertgoer.com › forum.

How to use:

  1. CasingHitSound Sound optional — Plays when casings hit the ground.
  2. Note : I, Exunys, have received a lot of feedback about this Aimbot project and by analyzing that a lot of people use this script, I have decided to rewrite this project entirely and implement my modern system for storing, optimizing and tracking.
  3. Back Continue.
  4. A charging weapon like the Railgun must be charged up between shots before it can fire again.
  5. Name StringValue optional — Name of the directional indicator as you want to reference it in code; default is the name of the indicator’s top level Frame.
Roblox Recoil BETA OP HACK SCRIPT WORKS WITH ANY EXPLOIT, time: 2:46

RECOIL | BETA ESP, AIMBOT & AUTO AMMO REFILL

Without FOV Circle.Oct 28, Aimbot Script.With FOV Circle.Sep 4, Initial commit.Jan 24, Jan 7, View code.Note : I, Exunys, have received a lot of feedback about this Aimbot project and by analyzing that a lot of people use this script, I have decided to rewrite this project entirely and implement my modern system for storing, optimizing and tracking.The new project is the perfect aimbot script with a very simple system.I hopefully have fixed every con about this project in the new script.

Releases No releases published.Packages 0 No packages published.You signed in with another tab or window.ShouldMovePart BoolValue optional — Set to true if the weapon’s ShotEffect should move with the projectile or false if not; default is false.You should only set this to true if there’s a visible object that moves with each shot, such as an arrow or rocket.Default is nil which means no manual fade will be applied by code.

Default is 3.HitParticlesUsePartColor BoolValue optional — Set to true if you want the hit particles to be the color of the hit surface, false if you want hit particles to not change color.Default is true.

Don’t forget to set attachments see descendants which follow.Attachment0 Attachment optional — Back of trailing beams; make sure to set Attachment0 on both Beam0 and Beam1 to this.Attachment1 Attachment optional — Front of trailing beams; make sure to set Attachment1 on both Beam0 and Beam1 to this.HitEffect Attachment optional — Position doesn’t matter; the position will be set to Beam0.

Make sure you set ShouldMovePart noted in the previous section to true if you have a visible object here.NumMuzzleParticles IntValue optional — Number of muzzle particles that will be emitted; default is Muzzle Flashes This option creates a Beam flash effect when the weapon is fired.

Position doesn’t matter.MuzzleFlash1 Attachment required — Used to specify opposite side of muzzle flash.

Trail Behind Projectiles This option creates a trail of varying length from the weapon to the projectile impact point.Note that this will be overridden if you include TrailLength.

ShowEntireTrailUntilHit BoolValue optional — Set to true to render the trail from the weapon tip all the way to wherever the projectile is; this will override both TrailLength and TrailLengthFactor and the trail will only disappear once the projectile hits something.

Set to false to use one of the above two options to calculate trail length.Hit Marks This visual addition appears on the surface where projectiles hit and is useful for arrows, bullet holes, scorch marks, etc.AlignHitMarkToNormal BoolValue optional — Set to true if the hit mark should always align flat against the surface like a bullet hole, or false if the hit mark should appear stuck in the surface from the direction the projectile came from like an arrow.Glow Decal optional — Appears on the hit surface fully opaque, then rapidly gets more transparent, like a glowing effect on the surface that fades quickly.

Useful for things like showing a glowing red mark where explosives hit.BulletHole Decal optional — Appears on the hit surface fully opaque and, after 4 seconds, fades to transparent over 1 second.ImpactBillboard BillboardGui optional — Displays at the hit surface, always facing towards player.Impact ImageLabel optional — Direct child of ImpactBillboard ; this begins fully opaque, grows to the full size of the ImpactBillboard over 0.For example, including an arrow MeshPart and setting AlignHitMarkToNormal noted above to false will make the arrow stick out of the surface from the direction you shot it.

Exploding Projectiles Projectiles can include an Explosion object to damage players in an area around the impact point.BlastDamage NumberValue optional — Damage dealt to things in the center of the explosion.Note that the explosion does less damage the farther away hit objects are from the center of the explosion.

Default is Charging Weapon A charging weapon like the Railgun must be charged up between shots before it can fire again.Discharging Sound optional — Plays while the weapon is discharging, for example if you charge the weapon just partially and release the shoot button.ChargeComplete Sound optional — Plays when the weapon has reached full charge.

DischargeComplete Sound optional — Plays when the weapon has completely discharged.DischargeCompleteParticles ParticleEmitter optional — Emits when the weapon has completely discharged.ChargingParticles ParticleEmitter optional — Emits while the weapon is charging.You can include multiple emitters of this name and each will emit while charging.

ChargeRate NumberValue required — Rate at which the weapon will charge.This value must be specified to indicate that the weapon uses charging.DischargeRate NumberValue optional — Rate at which the weapon will discharge; default is 0 which means the weapon will not discharge at all.

ChargingParticlesRatePerCharge IntValue optional — Number of particles that will emit out of all ChargingParticles emitters multiplied by the current charge of the weapon.FireDischarge NumberValue optional — Amount of charge the weapon will lose after firing a fully charged shot; default is 1.Bow Weapon A bow weapon like the Crossbow can include a realistic string and arms construction, as well as a visual arrow nocked to the string.

Make the weapon into a charging weapon as specified in Charging Weapon.RightString Beam optional — The visual right half of the string.Arrow BasePart optional — The arrow that appears when the bow is fully drawn.String1 Attachment optional — The center point of the string.StringLoose Attachment optional — Point where String1 should be when the bow is at rest.

StringTight Attachment optional — Point where String1 should be when the bow is fully drawn.Arms Part optional — A part that just serves as an internal indicator that the bow arms will be animated.This may contain the following direct children: LeftString0 Attachment optional — Point where the left side of the string is attached to the bow.

RightString0 Attachment optional — Point where the right side of the string is attached to the bow.Note that you must specify the following four Vector3Value objects to make this animate.Weapons System GUI The core weapons system interfaces with this system to update the GUI based on things like spread of the gun, indicators for when you get hit or hit others, etc.

ScalingElements Folder whose elements automatically scale with the screen size.DirectionalIndicators Folder where all directional indicators should go.Note that the size of this frame adjusts due to changes in weapon spread, but the size of the four children never change.HitMarkerImage ImageLabel which appears and then fades out when you successfully hit another player.LargeTouchscreen Frame whose buttons show up on large touchscreens.

AimButton ImageButton.FireButton ImageButton.SmallTouchscreen Frame whose buttons show up on small touchscreens.ScalingElements Folder.DirectionalIndicators Folder.

Tweaking the rotation of the image in Studio may be required unless you upload the image so that it’s facing down and there’s little or no blank space around it.DistanceLevelFromCenter NumberValue optional — Number of distance levels from the center of the screen each distance level is about 0.

Name StringValue optional — Name of the directional indicator as you want to reference it in code; default is the name of the indicator’s top level Frame.TimeBeforeFade NumberValue optional — Number of seconds that the indicator will appear for before fading; default is 1.TransparencyBeforeFade NumberValue optional — Transparency of the indicator before it starts to fade; default is 0.

WidthLevel NumberValue optional — Number of width levels from center each width level is about 0.Expected Output Expand.Copy Code Light Theme.If an indicator is activated an additional time before it has had time to fade completely, a new indicator of that type will be instantiated.This allows an unlimited number of any type of indicator to be activated at the same time.You can also activate directional indicators from outside of WeaponsGui by replacing self in the above code with the instance of WeaponsGui in your code.

However, it’s recommended that you activate it from inside WeaponsGui and trigger it via a RemoteEvent or a BindableEvent.For reference, see how DamageIndicator is activated within WeaponsGui.Tags: weapon combat battle.How this site use cookies This Platform uses cookies to offer you a better experience, to personalize content, to provide social media features and to analyse the traffic on our site.Back Continue.Assets Folder.Effects Folder.Version IntValue.Animations Folder.

Bottom ImageLabel.Left ImageLabel.Right ImageLabel.Top ImageLabel.HitMarker Frame.Scope Frame.BottomBlack Frame.LeftBlack Frame.

This prevents players from firing a single shot from a bunch of different weapons in quick succession.Ejecting Bullet Casings Weapons can include physical bullet casings that eject upon firing and fall to the ground.

  • Scope Frame.
  • Could not load branches.
  • ShowEntireTrailUntilHit BoolValue optional — Set to true to render the trail from the weapon tip all the way to wherever the projectile is; this will override both TrailLength and TrailLengthFactor and the trail will only disappear once the projectile hits something.
  • This value must be specified to indicate that the weapon uses charging.
  • Default is nil which means no manual fade will be applied by code.
  • This script also has FOV customization, circle color, circle filled, circle thickness, circle radius fov or sizecircle position and how many sides does the circle have set to 64 for a circle, anything below 3 won’t work.
  • Latest commit.
  • RecoilDecay NumberValue optional — Decay multiplier for recoil essentially the rate at which recoil will go away after shooting ; default is 0.

Oct 28, Aimbot Script.With FOV Circle.Sep 4, Initial commit.Jan 24, Jan 7, View code.Note : I, Exunys, have received a lot of feedback about this Aimbot project and by analyzing that a lot of people use this script, I have decided to rewrite this project entirely and implement my modern system for storing, optimizing and tracking.The new project is the perfect aimbot script with a very simple system.I hopefully have fixed every con about this project in the new script.

Releases No releases published.Packages 0 No packages published.You signed in with another tab or window.Reload to refresh your session.Physical projectiles can be specified for any weapon, along with Sound Sounds , Beam Beams , and ParticleEmitter ParticleEmitters for hit effects and other special effects.This visual addition appears on the surface where projectiles hit and is useful for arrows, bullet holes, scorch marks, etc.

Projectiles can include an Explosion object to damage players in an area around the impact point.A charging weapon like the Railgun must be charged up between shots before it can fire again.

A bow weapon like the Crossbow can include a realistic string and arms construction, as well as a visual arrow nocked to the string.The core weapons system interfaces with this system to update the GUI based on things like spread of the gun, indicators for when you get hit or hit others, etc.For example, if someone shoots you, a red semi-circle can show up around your crosshair in the direction the shot came from.Other examples include indicators to show the direction of footsteps, indirect gunfire, or even environmental objects such as chests.

These will only show up for the player that damaged another player, not for spectating players.To customize the shoulder camera, modify the variables under the — Configuration parameters constants comment in the ShoulderCamera.You can modify things such as field of view, offset from player, walk speed while sprinting or zooming, etc.This Platform uses cookies to offer you a better experience, to personalize content, to provide social media features and to analyse the traffic on our site.

For further information, including information on how to prevent or manage the use of cookies on this Platform, please refer to our Privacy and Cookie Policy.Coding and Scripts.Studio Basics.User Interface.Collapse Sidebar Tutorials All Content.Hide content Show content.

To use an endorsed weapon in your game: Select one of the following weapons: Pistol.Auto Rifle.Submachine Gun.Sniper Rifle.Grenade Launcher.Rocket Launcher.First Endorsed Weapon?

WeaponsSystem Folder.Animations Folder where animations used in the weapons system are placed.Casings Folder where all bullet casings are stored.HitMarks Folder where all hit mark effects are stored.Shots Folder where all shot effects are stored.Configuration Folder where configuration values for the weapons system are kept.SprintEnabled BoolValue which is involved in sprint control.WeaponTypes Folder where all weapon types are specified.

ServerWeaponsScript Script which ensures only one instance of the weapons system runs.ClientWeaponsScript LocalScript which ensures only one instance of the weapons system runs.

NetworkingCallbacks ModuleScript.WeaponData RemoteEvent.WeaponsSystem ModuleScript.Modifying a Weapon Below are all the generic descendants needed to modify a weapon or create a new weapon, along with all optional descendants to override.

However, if something is noted as a specific inherited type such as ” Handle Part ,” that object must be a Part.Square brackets [] refer to the object in general and the name doesn’t matter.For example, [Model] refers to the weapon’s Model and you can rename it to whatever makes sense.HandleAttachment Attachment required — Position this attachment on a weapon model BasePart where you want the handle to be welded to.Fired Sound optional — Plays when the weapon is fired.

Reload Sound optional — Plays when the weapon is reloaded.Additional descendants for any Weapon Options.Handle Part required — Part positioned where you want the player to hold the weapon.Note that all items have default values, so you can omit those you don’t need to change.AmmoCapacity IntValue optional — Number of shots in each “ammo clip” before player must reload; default is Note that ammo is unlimited and this does not specify how much ammo a player is carrying.FireMode StringValue optional — Choose from either Semiautomatic click once for each shot , Automatic hold click to continuously fire , or Burst click to shoot a burst of bullets depending on NumBurstShots.

Default is Semiautomatic.ShotCooldown NumberValue optional — Minimum waiting time between clicks; default is 0.For Automatic weapons, this is also the time between shots while holding click.HitDamage NumberValue optional — Amount of damage each direct hit does; default is Default is and anything hit beyond this distance will receive less and less damage as the distance nears ZeroDamageDistance.

ZeroDamageDistance NumberValue optional — Anything hit at or beyond this distance will receive no damage; default is Setting this to something like can simulate raycasting weapons like laser guns.MinSpread NumberValue optional — Minimum amount of spread for the weapon; default is 0.For example, this value for the Crossbow is 1 because its arrows should arc, but this value for the Rocket Launcher is 0 because rockets should travel straight.

Default is false.RecoilMin NumberValue optional — Minimum recoil added for each shot; default is 0.RecoilMax NumberValue optional — Maximum recoil added for each shot; default is 0.TotalRecoilMax NumberValue optional — Total maximum accumulated recoil weapon’s current recoil will never be higher than this value ; default is 2.RecoilDecay NumberValue optional — Decay multiplier for recoil essentially the rate at which recoil will go away after shooting ; default is 0.

StartupTime NumberValue optional — Length of time after equipping this weapon before the player can shoot; default is 0.This prevents players from firing a single shot from a bunch of different weapons in quick succession.Set this to 0 if you want the sound to always play at the same pitch.Default is 0.This is useful for weapons like the Shotgun that fires multiple bullets at same time.

Note that one shot will always use exactly one ammo regardless of this value.Additional children for any Weapon Options.BoltMotor Motor6D required — Used to animate the bolt.BoltMotorStart Attachment required — Point where the bolt is when it’s at rest.BoltMotorTarget Attachment required — Point where the bolt animates to when shooting.

BoltOpenSound Sound optional — Plays when the bolt opens.BoltCloseSound Sound optional — Plays when the bolt closes.ActionOpenTime NumberValue optional — Time it takes for the bolt to animate to open position; default is 0.ActionCloseTime NumberValue optional — Time it takes for the bolt to animate to closed position; default is 0.Ejecting Bullet Casings Weapons can include physical bullet casings that eject upon firing and fall to the ground.

Note that its orientation determines the direction the casings will pop out.CasingHitSound Sound optional — Plays when casings hit the ground.ShouldMovePart BoolValue optional — Set to true if the weapon’s ShotEffect should move with the projectile or false if not; default is false.You should only set this to true if there’s a visible object that moves with each shot, such as an arrow or rocket.Default is nil which means no manual fade will be applied by code.

Default is 3.HitParticlesUsePartColor BoolValue optional — Set to true if you want the hit particles to be the color of the hit surface, false if you want hit particles to not change color.Default is true.Don’t forget to set attachments see descendants which follow.Attachment0 Attachment optional — Back of trailing beams; make sure to set Attachment0 on both Beam0 and Beam1 to this.Attachment1 Attachment optional — Front of trailing beams; make sure to set Attachment1 on both Beam0 and Beam1 to this.

HitEffect Attachment optional — Position doesn’t matter; the position will be set to Beam0.Make sure you set ShouldMovePart noted in the previous section to true if you have a visible object here.

: Below are all the generic descendants needed to modify a weapon or create a new weapon, along with all optional descendants to override.

NumMuzzleParticles IntValue optional — Number of muzzle particles that will be emitted; default is Left ImageLabel.Weapons System GUI The core weapons system interfaces with this system to update the GUI based on things like spread of the gun, indicators for when you get hit or hit others, etc.

  • FireMode StringValue optional — Choose from either Semiautomatic click once for each shotAutomatic hold click to continuously fireor Burst click to shoot a burst of bullets depending on NumBurstShots.
  • Note : I, Exunys, have received a lot of feedback about this Aimbot project and by analyzing that a lot of people use this script, I have decided to rewrite this project entirely and implement my modern system for storing, optimizing and tracking.
  • Assets Folder.
  • String1 Attachment optional — The center point of the string.
  • A bow weapon like the Crossbow can include a realistic string and arms construction, as well as a visual arrow nocked to the string.

Latest commit

Failed to load latest commit information.Without FOV Circle.Oct 28, Aimbot Script.With FOV Circle.Sep 4, Initial commit.Jan 24, Jan 7, View code.Note : I, Exunys, have received a lot of feedback about this Aimbot project and by analyzing that a lot of people use this script, I have decided to rewrite this project entirely and implement my modern system for storing, optimizing and tracking.

The new project is the perfect aimbot script with a very simple system.I hopefully have fixed every con about this project in the new script.Releases No releases published.Packages 0 No packages published.HitMarks Folder where all hit mark effects are stored.Shots Folder where all shot effects are stored.Configuration Folder where configuration values for the weapons system are kept.

SprintEnabled BoolValue which is involved in sprint control.WeaponTypes Folder where all weapon types are specified.ServerWeaponsScript Script which ensures only one instance of the weapons system runs.ClientWeaponsScript LocalScript which ensures only one instance of the weapons system runs.

NetworkingCallbacks ModuleScript.WeaponData RemoteEvent.WeaponsSystem ModuleScript.Modifying a Weapon Below are all the generic descendants needed to modify a weapon or create a new weapon, along with all optional descendants to override.However, if something is noted as a specific inherited type such as ” Handle Part ,” that object must be a Part.Square brackets [] refer to the object in general and the name doesn’t matter.

For example, [Model] refers to the weapon’s Model and you can rename it to whatever makes sense.HandleAttachment Attachment required — Position this attachment on a weapon model BasePart where you want the handle to be welded to.Fired Sound optional — Plays when the weapon is fired.Reload Sound optional — Plays when the weapon is reloaded.Additional descendants for any Weapon Options.Handle Part required — Part positioned where you want the player to hold the weapon.

Note that all items have default values, so you can omit those you don’t need to change.AmmoCapacity IntValue optional — Number of shots in each “ammo clip” before player must reload; default is Note that ammo is unlimited and this does not specify how much ammo a player is carrying.FireMode StringValue optional — Choose from either Semiautomatic click once for each shot , Automatic hold click to continuously fire , or Burst click to shoot a burst of bullets depending on NumBurstShots.

Default is Semiautomatic.ShotCooldown NumberValue optional — Minimum waiting time between clicks; default is 0.For Automatic weapons, this is also the time between shots while holding click.HitDamage NumberValue optional — Amount of damage each direct hit does; default is Default is and anything hit beyond this distance will receive less and less damage as the distance nears ZeroDamageDistance.

ZeroDamageDistance NumberValue optional — Anything hit at or beyond this distance will receive no damage; default is Setting this to something like can simulate raycasting weapons like laser guns.MinSpread NumberValue optional — Minimum amount of spread for the weapon; default is 0.For example, this value for the Crossbow is 1 because its arrows should arc, but this value for the Rocket Launcher is 0 because rockets should travel straight.

Default is false.RecoilMin NumberValue optional — Minimum recoil added for each shot; default is 0.RecoilMax NumberValue optional — Maximum recoil added for each shot; default is 0.

TotalRecoilMax NumberValue optional — Total maximum accumulated recoil weapon’s current recoil will never be higher than this value ; default is 2.RecoilDecay NumberValue optional — Decay multiplier for recoil essentially the rate at which recoil will go away after shooting ; default is 0.

StartupTime NumberValue optional — Length of time after equipping this weapon before the player can shoot; default is 0.This prevents players from firing a single shot from a bunch of different weapons in quick succession.Set this to 0 if you want the sound to always play at the same pitch.Default is 0.This is useful for weapons like the Shotgun that fires multiple bullets at same time.Note that one shot will always use exactly one ammo regardless of this value.

Additional children for any Weapon Options.BoltMotor Motor6D required — Used to animate the bolt.BoltMotorStart Attachment required — Point where the bolt is when it’s at rest.BoltMotorTarget Attachment required — Point where the bolt animates to when shooting.

BoltOpenSound Sound optional — Plays when the bolt opens.BoltCloseSound Sound optional — Plays when the bolt closes.ActionOpenTime NumberValue optional — Time it takes for the bolt to animate to open position; default is 0.ActionCloseTime NumberValue optional — Time it takes for the bolt to animate to closed position; default is 0.

Ejecting Bullet Casings Weapons can include physical bullet casings that eject upon firing and fall to the ground.Note that its orientation determines the direction the casings will pop out.

CasingHitSound Sound optional — Plays when casings hit the ground.ShouldMovePart BoolValue optional — Set to true if the weapon’s ShotEffect should move with the projectile or false if not; default is false.You should only set this to true if there’s a visible object that moves with each shot, such as an arrow or rocket.

Default is nil which means no manual fade will be applied by code.Default is 3.HitParticlesUsePartColor BoolValue optional — Set to true if you want the hit particles to be the color of the hit surface, false if you want hit particles to not change color.Default is true.Don’t forget to set attachments see descendants which follow.Attachment0 Attachment optional — Back of trailing beams; make sure to set Attachment0 on both Beam0 and Beam1 to this.Attachment1 Attachment optional — Front of trailing beams; make sure to set Attachment1 on both Beam0 and Beam1 to this.

HitEffect Attachment optional — Position doesn’t matter; the position will be set to Beam0.Make sure you set ShouldMovePart noted in the previous section to true if you have a visible object here.NumMuzzleParticles IntValue optional — Number of muzzle particles that will be emitted; default is Muzzle Flashes This option creates a Beam flash effect when the weapon is fired.

Position doesn’t matter.MuzzleFlash1 Attachment required — Used to specify opposite side of muzzle flash.Trail Behind Projectiles This option creates a trail of varying length from the weapon to the projectile impact point.

Note that this will be overridden if you include TrailLength.ShowEntireTrailUntilHit BoolValue optional — Set to true to render the trail from the weapon tip all the way to wherever the projectile is; this will override both TrailLength and TrailLengthFactor and the trail will only disappear once the projectile hits something.

Set to false to use one of the above two options to calculate trail length.Hit Marks This visual addition appears on the surface where projectiles hit and is useful for arrows, bullet holes, scorch marks, etc.

AlignHitMarkToNormal BoolValue optional — Set to true if the hit mark should always align flat against the surface like a bullet hole, or false if the hit mark should appear stuck in the surface from the direction the projectile came from like an arrow.Glow Decal optional — Appears on the hit surface fully opaque, then rapidly gets more transparent, like a glowing effect on the surface that fades quickly.

Useful for things like showing a glowing red mark where explosives hit.BulletHole Decal optional — Appears on the hit surface fully opaque and, after 4 seconds, fades to transparent over 1 second.ImpactBillboard BillboardGui optional — Displays at the hit surface, always facing towards player.

Impact ImageLabel optional — Direct child of ImpactBillboard ; this begins fully opaque, grows to the full size of the ImpactBillboard over 0.For example, including an arrow MeshPart and setting AlignHitMarkToNormal noted above to false will make the arrow stick out of the surface from the direction you shot it.

Exploding Projectiles Projectiles can include an Explosion object to damage players in an area around the impact point.BlastDamage NumberValue optional — Damage dealt to things in the center of the explosion.Note that the explosion does less damage the farther away hit objects are from the center of the explosion.Default is Charging Weapon A charging weapon like the Railgun must be charged up between shots before it can fire again.

Discharging Sound optional — Plays while the weapon is discharging, for example if you charge the weapon just partially and release the shoot button.ChargeComplete Sound optional — Plays when the weapon has reached full charge.DischargeComplete Sound optional — Plays when the weapon has completely discharged.DischargeCompleteParticles ParticleEmitter optional — Emits when the weapon has completely discharged.

ChargingParticles ParticleEmitter optional — Emits while the weapon is charging.You can include multiple emitters of this name and each will emit while charging.

ChargeRate NumberValue required — Rate at which the weapon will charge.

BloxStreets.Attachment1 Attachment optional — Front of trailing beams; make sure to set Attachment1 on both Beam0 and Beam1 to this.

RECOIL Aim Assist Script, time: 3:51
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