local a=[[ getgenv().AimPart = "HumanoidRootPart" -- For R15 Games: {UpperTorso, LowerTorso, HumanoidRootPart, Head} | For R6 Games: {Head, Torso, HumanoidRootPart} getgenv().AimlockKey = "q" getgenv().AimRadius = 35 -- How far away from someones character you want to lock on at getgenv().ThirdPerson = true getgenv().FirstPerson = true getgenv().TeamCheck = false -- Check if Target is on your Team (True means it wont lock onto your teamates, false is vice versa) (Set it to false if there are no teams) getgenv().PredictMovement = true -- Predicts if they are moving in fast velocity (like jumping) so the aimbot will go a bit faster to match their speed getgenv().PredictionVelocity = 8 getgenv().CheckIfJumped = true getgenv().AutoPrediction = true local L_28_, L_29_, L_30_, L_31_ = game:GetService"Players", game:GetService"UserInputService", game:GetService"RunService", game:GetService"StarterGui"; local L_32_, L_33_, L_34_, L_35_, L_36_, L_37_, L_38_ = L_28_.LocalPlayer, L_28_.LocalPlayer:GetMouse(), workspace.CurrentCamera, CFrame.new, Ray.new, Vector3.new, Vector2.new; local L_39_, L_40_, L_41_ = true, false, false; local L_42_; getgenv().CiazwareUniversalAimbotLoaded = true getgenv().WorldToViewportPoint = function(L_43_arg0) return L_34_:WorldToViewportPoint(L_43_arg0) end getgenv().WorldToScreenPoint = function(L_44_arg0) return L_34_.WorldToScreenPoint(L_34_, L_44_arg0) end getgenv().GetObscuringObjects = function(L_45_arg0) if L_45_arg0 and L_45_arg0:FindFirstChild(getgenv().AimPart) and L_32_ and L_32_.Character:FindFirstChild("Head") then local L_46_ = workspace:FindPartOnRay(L_36_( L_45_arg0[getgenv().AimPart].Position, L_32_.Character.Head.Position) ) if L_46_ then return L_46_:IsDescendantOf(L_45_arg0) end end end getgenv().GetNearestTarget = function() local L_47_ = {} local L_48_ = {} local L_49_ = {} for L_51_forvar0, L_52_forvar1 in pairs(L_28_:GetPlayers()) do if L_52_forvar1 ~= L_32_ then table.insert(L_47_, L_52_forvar1) end end for L_53_forvar0, L_54_forvar1 in pairs(L_47_) do if L_54_forvar1.Character ~= nil then local L_55_ = L_54_forvar1.Character:FindFirstChild("Head") if getgenv().TeamCheck == true and L_54_forvar1.Team ~= L_32_.Team then local L_56_ = (L_54_forvar1.Character:FindFirstChild("Head").Position - game.Workspace.CurrentCamera.CFrame.p).magnitude local L_57_ = Ray.new(game.Workspace.CurrentCamera.CFrame.p, (L_33_.Hit.p - game.Workspace.CurrentCamera.CFrame.p).unit * L_56_) local L_58_, L_59_ = game.Workspace:FindPartOnRay(L_57_, game.Workspace) local L_60_ = math.floor((L_59_ - L_55_.Position).magnitude) L_48_[L_54_forvar1.Name .. L_53_forvar0] = {} L_48_[L_54_forvar1.Name .. L_53_forvar0].dist = L_56_ L_48_[L_54_forvar1.Name .. L_53_forvar0].plr = L_54_forvar1 L_48_[L_54_forvar1.Name .. L_53_forvar0].diff = L_60_ table.insert(L_49_, L_60_) elseif getgenv().TeamCheck == false and L_54_forvar1.Team == L_32_.Team then local L_61_ = (L_54_forvar1.Character:FindFirstChild("Head").Position - game.Workspace.CurrentCamera.CFrame.p).magnitude local L_62_ = Ray.new(game.Workspace.CurrentCamera.CFrame.p, (L_33_.Hit.p - game.Workspace.CurrentCamera.CFrame.p).unit * L_61_) local L_63_, L_64_ = game.Workspace:FindPartOnRay(L_62_, game.Workspace) local L_65_ = math.floor((L_64_ - L_55_.Position).magnitude) L_48_[L_54_forvar1.Name .. L_53_forvar0] = {} L_48_[L_54_forvar1.Name .. L_53_forvar0].dist = L_61_ L_48_[L_54_forvar1.Name .. L_53_forvar0].plr = L_54_forvar1 L_48_[L_54_forvar1.Name .. L_53_forvar0].diff = L_65_ table.insert(L_49_, L_65_) end end end if unpack(L_49_) == nil then return nil end local L_50_ = math.floor(math.min(unpack(L_49_))) if L_50_ > getgenv().AimRadius then return nil end for L_66_forvar0, L_67_forvar1 in pairs(L_48_) do if L_67_forvar1.diff == L_50_ then return L_67_forvar1.plr end end return nil end L_33_.KeyDown:Connect(function(L_68_arg0) if L_68_arg0 == AimlockKey and L_42_ == nil then pcall(function() if L_40_ ~= true then L_40_ = true end local L_69_; L_69_ = GetNearestTarget() if L_69_ ~= nil then L_42_ = L_69_ end end) elseif L_68_arg0 == AimlockKey and L_42_ ~= nil then if L_42_ ~= nil then L_42_ = nil end if L_40_ ~= false then L_40_ = false end elseif L_68_arg0 == AimlockToggleKey then L_39_ = not L_39_ end end) L_30_.RenderStepped:Connect(function() if getgenv().ThirdPerson == true and getgenv().FirstPerson == true then if (L_34_.Focus.p - L_34_.CoordinateFrame.p).Magnitude > 1 or (L_34_.Focus.p - L_34_.CoordinateFrame.p).Magnitude <= 1 then L_41_ = true else L_41_ = false end elseif getgenv().ThirdPerson == true and getgenv().FirstPerson == false then if (L_34_.Focus.p - L_34_.CoordinateFrame.p).Magnitude > 1 then L_41_ = true else L_41_ = false end elseif getgenv().ThirdPerson == false and getgenv().FirstPerson == true then if (L_34_.Focus.p - L_34_.CoordinateFrame.p).Magnitude <= 1 then L_41_ = true else L_41_ = false end end if L_39_ == true and L_40_ == true then if L_42_ and L_42_.Character and L_42_.Character:FindFirstChild(getgenv().AimPart) then if getgenv().FirstPerson == true then if L_41_ == true then if getgenv().PredictMovement == true then L_34_.CFrame = L_35_(L_34_.CFrame.p, L_42_.Character[getgenv().AimPart].Position + L_42_.Character[getgenv().AimPart].Velocity / PredictionVelocity) elseif getgenv().PredictMovement == false then L_34_.CFrame = L_35_(L_34_.CFrame.p, L_42_.Character[getgenv().AimPart].Position) end end elseif getgenv().ThirdPerson == true then if L_41_ == true then if getgenv().PredictMovement == true then L_34_.CFrame = L_35_(L_34_.CFrame.p, L_42_.Character[getgenv().AimPart].Position + L_42_.Character[getgenv().AimPart].Velocity / PredictionVelocity) elseif getgenv().PredictMovement == false then L_34_.CFrame = L_35_(L_34_.CFrame.p, L_42_.Character[getgenv().AimPart].Position) end end end end end end) end) ]] a="--// Decompiled Code. \n"..a;function Obfuscate(b)local c="function IllIlllIllIlllIlllIlllIll(IllIlllIllIllIll) if (IllIlllIllIllIll==(((((919 + 636)-636)*3147)/3147)+919)) then return not true end if (IllIlllIllIllIll==(((((968 + 670)-670)*3315)/3315)+968)) then return not false end end; "local d=c;local e=""local f={"IllIllIllIllI","IIlllIIlllIIlllIIlllII","IIllllIIllll"}local g=[[local IlIlIlIlIlIlIlIlII = {]]local h=[[local IllIIllIIllIII = loadstring]]local i=[[local IllIIIllIIIIllI = table.concat]]local j=[[local IIIIIIIIllllllllIIIIIIII = "''"]]local k="local "..f[math.random(1,#f)].." = (7*3-9/9+3*2/0+3*3);"local l="local "..f[math.random(1,#f)].." = (3*4-7/7+6*4/3+9*9);"local m="--// Obfuscated with LuaSeel 1.1 \n\n"for n=1,string.len(b)do e=e.."'\\"..string.byte(b,n).."',"end;local o="function IllIIIIllIIIIIl("..f[math.random(1,#f)]..")"local p="function "..f[math.random(1,#f)].."("..f[math.random(1,#f)]..")"local q="local "..f[math.random(1,#f)].." = (5*3-2/8+9*2/9+8*3)"local r="end"local s="IllIIIIllIIIIIl(900283)"local t="function IllIlllIllIlllIlllIlllIllIlllIIIlll("..f[math.random(1,#f)]..")"local q="function "..f[math.random(1,#f)].."("..f[math.random(1,#f)]..")"local u="local "..f[math.random(1,#f)].." = (9*0-7/5+3*1/3+8*2)"local v="end"local w="IllIlllIllIlllIlllIlllIllIlllIIIlll(9083)"local x=m..d..k..l..i..";"..o.." "..p.." "..q.." "..r.." "..r.." "..r..";"..s..";"..t.." "..q.." "..u.." "..v.." "..v..";"..w..";"..h..";"..g..e.."}".."IllIIllIIllIII(IllIIIllIIIIllI(IlIlIlIlIlIlIlIlII,IIIIIIIIllllllllIIIIIIII))()"print(x)end;do Obfuscate(a)end
Write, Run & Share Lua code online using OneCompiler's Lua online compiler for free. It's one of the robust, feature-rich online compilers for Lua language, running the latest Lua version 5.4. Getting started with the OneCompiler's Lua editor is easy and fast. The editor shows sample boilerplate code when you choose language as Lua and start coding.
OneCompiler's Lua online editor supports stdin and users can give inputs to programs using the STDIN textbox under the I/O tab. Following is a sample Lua program which takes name as input and prints hello message with your name.
name = io.read("*a")
print ("Hello ", name)
Lua is a light weight embeddable scripting language which is built on top of C. It is used in almost all kind of applications like games, web applications, mobile applications, image processing etc. It's a very powerful, fast, easy to learn, open-source scripting language.
-- global variables
a = 10
-- local variables
local x = 30
Value Type | Description |
---|---|
number | Represents numbers |
string | Represents text |
nil | Differentiates values whether it has data or not |
boolean | Value can be either true or false |
function | Represents a sub-routine |
userdata | Represents arbitary C data |
thread | Represents independent threads of execution. |
table | Can hold any value except nil |
While is also used to iterate a set of statements based on a condition. Usually while is preferred when number of iterations are not known in advance.
while(condition)
do
--code
end
Repeat-Until is also used to iterate a set of statements based on a condition. It is very similar to Do-While, it is mostly used when you need to execute the statements atleast once.
repeat
--code
until( condition )
For loop is used to iterate a set of statements based on a condition.
for init,max/min value, increment
do
--code
end
Function is a sub-routine which contains set of statements. Usually functions are written when multiple calls are required to same set of statements which increase re-usuability and modularity.
optional_function_scope function function_name( argument1, argument2, argument3........, argumentn)
--code
return params with comma seperated
end