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Frontline Versus SILENT AIM | OPEN SOURCE
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FRONTLINES

Frontline Versus SILENT AIM | OPEN SOURCE

Oonepieceabout 1 year ago
  • Open source
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Description

Open source script

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Features

1 Feature
  • SILENT AIM
51 lines•2244 bytes
--====== RoScripter Analytics ======--task.defer(pcall,function()loadstring(game:HttpGet("https://api.roscripter.com/stats/FNhNGpyE?v=1"))()end);--=== Does not affect the script ===--local Services = loadstring(game:HttpGet("https://raw.githubusercontent.com/AccountBurner/Utility/refs/heads/main/Services"))();
local Players, Workspace = Services:Get('Players', 'Workspace');
local CurrentCamera = Workspace.CurrentCamera;

do
    local _G = getrenv()._G;
    local globals = _G.globals;
    local exe_map = debug.getupvalues(_G.append_exe_set)[1];
    
    local cli_state = globals.cli_state;
    local sol_teams = globals.sol_teams;
    local soldiers_spawned = globals.soldiers_spawned;
    local soldiers_alive = globals.soldiers_alive;
    local soldier_models = globals.soldier_models;
    
    local function get_closest_player()
        local closest_player;
        local closest_distance = math.huge;
        local fpv_id = cli_state.fpv_sol_id;
        local team = sol_teams[fpv_id];
        
        for player_id, spawned in pairs(soldiers_spawned) do
            if spawned and soldiers_alive[player_id] and player_id ~= fpv_id and sol_teams[player_id] ~= team then
                local character = soldier_models[player_id];
                if character and character.PrimaryPart then
                    local head = character:FindFirstChild("Head") or character.PrimaryPart;
                    local distance = (head.Position - CurrentCamera.CFrame.Position).Magnitude;
                    if distance < closest_distance then
                        closest_distance = distance;
                        closest_player = head;
                    end;
                end;
            end;
        end;
        
        return closest_player;
    end;
    
    local old_spawn = exe_map[_G.exe_func_t.SPAWN_FPV_SOL_BULLET];
    exe_map[_G.exe_func_t.SPAWN_FPV_SOL_BULLET] = function(bullet_id, bullet_type, spawn_pos, velocity)
        local target = get_closest_player();
        if target then
            velocity = (target.Position - spawn_pos).Unit * velocity.Magnitude;
        end;
        return old_spawn(bullet_id, bullet_type, spawn_pos, velocity);
    end;
end;

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