--BROUGHT TO YOU BY RobloxScripter.com!--
-- PRESS T TO TOGGLE THE AIMBOT ON & OFF.
--//Setting Up DendroESP\\--
local DendroESP = loadstring(game:HttpGet("https://raw.githubusercontent.com/LordNahida/DendroESP/main/V2/Source.lua"))();
DendroESP.WallPenThickness = 0.75;
DendroESP.RenderModelState = true;
local PlayerModels = Workspace.Playermodels;
local Characters = PlayerModels:GetChildren();
--//Creating the ESP\\--
for _ = 2, #Characters do
local Character = Characters[_];
local Proxy = DendroESP:AddCharacter(Character, "BoundingBox");
Proxy.CrosshairEnabled = true;
Proxy.CrosshairOffset = CFrame.new(0, 1.5, 0);
Proxy.Offset3D = CFrame.new(0, 3, 0);
Proxy.RadialHitbox = 50;
end;
PlayerModels.ChildAdded:Connect(function(Character)
task.wait(1);
local Proxy = DendroESP:AddCharacter(Character, "BoundingBox");
Proxy.CrosshairEnabled = true;
Proxy.CrosshairOffset = CFrame.new(0, 1.5, 0);
Proxy.Offset3D = CFrame.new(0, 3, 0);
Proxy.RadialHitbox = 50;
end);
--//Aimbot Toggle\\--
local UserInputService = game:GetService("UserInputService");
local AimbotOn = false;
local AssistFactor = 10;
UserInputService.InputBegan:Connect(function(Input, GameProcessedEvent)
if (GameProcessedEvent) then return; end;
if (Input.KeyCode == Enum.KeyCode.T) then
AimbotOn = not AimbotOn;
return;
end;
if (Input.KeyCode == Enum.KeyCode.Plus) then
AssistFactor += 1;
return;
end;
if (Input.KeyCode == Enum.KeyCode.Minus) then
AssistFactor -= 1;
return;
end;
end)
--//Aimbot\\--
local SQ2 = 2 ^ 0.5;
--[[
PostRender is a built-in DendroESP event that is fired every frame after the ESP renders that frame.
It gives a table as the parameters, which contains all ESP Proxies that were non-negative and on screen.
(non-negative = can be shot, whether through a wallbang or not.)
]]
DendroESP.PostRender:Connect(function(Tables)
if (#Tables == 0 or not AimbotOn) then return; end;
local MPos = DendroESP.MousePos;--Built-in value in DendroESP that gives the mouse position every frame.
--This gives the true mouse position, not the one relative to the GUI Inset.
local Closest, ClosestDist = Tables[1], (Tables[1].CrosshairCenter2D - MPos).Magnitude;
for _ = 2, #Tables do
local Current = Tables[_];
local CDist = (Current.CrosshairCenter2D - MPos).Magnitude;
local IsCloser = CDist 100) then return; end;
local Delta = (Closest.CrosshairCenter2D - MPos);
local Factor = math.min(Delta.Magnitude, SQ2 + AssistFactor);
Delta = Delta.Unit * Factor;
mousemoverel(Delta.X, Delta.Y);
end);