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🎯 Universal Silent Aim (Optimized)

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A high-performance, metamethod-based Silent Aim script for Roblox. This project utilizes LinoriaLib for a modern interface and HookMetamethod for engine-level redirection, ensuring compatibility with both modern Raycast and legacy FindPartOnRay systems.


πŸš€ Key Features

  • Dual Hooking: Support for __namecall (Engine Raycasts) and __index (Mouse Property redirection).
  • Performance Caching: Throttled targeting logic (45Hz) to prevent CPU spikes and frame drops.
  • Anti-Crash Logic: Non-destructive hooking that allows character movement and reloading scripts to function normally.
  • Customizable FOV: Real-time adjustable Drawing API circle with visibility toggles.
  • Sanity Checks: Built-in Team Check, Visibility (Wall) Check, and Tool-Equipped verification.

πŸ›  Installation & Usage

Execution: Run the provided LocalScript in your preferred environment.

Menu Toggle: Press RightShift (default) to show or hide the GUI.

Configuration:

Setting Options / Notes
Method Raycast – For modern games (ACS, CE, etc.)
FindPartOnRay – Legacy games (e.g., Prison Life)
Mouse.Hit – For basic "click-to-hit" tools
FOV Size Scale the detection radius to your preference

βš™οΈ Logic Workflow

The script follows a filtered decision tree to ensure target accuracy without wasting system resources:

  1. Throttled Search: Instead of checking every frame, the script searches for the closest player at a set interval.
  2. Validation: Checks if the target is alive, on the opposite team, and (optionally) visible.
  3. Metamethod Hijack: Intercepts the game's intent to fire a bullet and replaces the coordinates with the validated target's position.

πŸ“Š Technical Settings

Feature Type Description
SA_Enabled Toggle Master switch for all redirection logic
Method Dropdown Switches engine hooks between Raycast, FindPartOnRay, and Mouse.Hit
Visible Check Toggle Uses GetPartsObscuringTarget to prevent shooting through walls
Team Check Toggle Compares Player.Team to prevent friendly fire
FOV Radius Slider Sets the pixel-distance limit for the auto-aim

🩹 Troubleshooting

  • The game is laggy
    Solution: Disable Visible Check. Wall-checking requires extra raycasts for every potential target, which is demanding in complex maps.

  • I can't move after respawning
    Solution: The script includes a self == workspace check to prevent hijacking the character's internal "floor detection" raycasts. Make sure you're using the latest version.

  • The gun doesn't shoot
    Solution: Switch the Method dropdown. Older games often rely on FindPartOnRay instead of modern Raycast.


πŸ“ Changelog

  • v1.0.0: Initial release.
  • v1.0.1: Added checkcaller() to prevent infinite hooking loops.
  • v1.0.2: Implemented Target Caching to fix FPS drops.
  • v1.0.3: Added Tool-Check to __index to allow UI interaction while unequipped.

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