ÂÂÂ
Activity Feed
Replied to thread : Universal Client-side Aim-Assist (or Aimbot) [Updated]
Script updated, made minor changes in the code, and removed some unnecessary characters in the script, now it won't exceed WRD Thread's 8k character limit and removed some links, and can now post the full code directly in the thread
Edit: Re-updated with minor changes (again), slightly different method to lock-on to players, I didn't know it could be simplified like that with using function's paremeter feature, and because of that, the character amount reduced from above 10k, to 7k, and to 6k, gonna use it to the fullest
Replied to thread : Chat command
@Produde69420123 I haven't heard of Swagmode yet, so I'm not sure if it works or not, I did try searching for it and saw this (short version), it uses the same Player.Chatted event so I can't tell you if it'll work or not, hope this helps
Edit: As for premium version, I don't know how it works since it's obfuscated and was only made exclusively for Da Hood, perhaps it was using a different method other than Player.Chatted since you said it works
Replied to thread : [Scripting Tutorial] Easy way to defeat spammy remote events
How does the specific event constantly running impact you though? Does it cause performance issues whenever it spams?
Replied to thread : Chat command
Here, maybe this was you're looking for?
local Players = game:GetService ("Players");
local LocalPlayer = Players.LocalPlayer;
local TriggerMsg = "Whatever message you want to put here"; --Triggers a teleport function if this string matches to the player's chat message
local Destination = CFrame.new (0,0,0); --Change this to whatever destination you want the player to teleport at
--Teleports the player to certain destination/position
local function Teleport (Player)
--Checks if player's character exist, it won't teleport the player if it's dead or hasn't loaded yet
if (Player ~= nil and Player.Character ~= nil) then
local TargetPosition = Player.Character:GetPivot ();
Player.Character:PivotTo (TargetPosition + (Destination.Position - TargetPosition.Position + Vector3.new (0,0,0))); --Vector3.new (0,0,0) is an offset that you can modify;
end
end
local function Chat (Player)
--Listens to other player's messages
Player.Chatted:Connect (function (Message)
--Checks if the message matches with your certain code-word/trigger message
if (string.match (string.lower (Message), string.lower (TriggerMsg)) ~= nil) then
Teleport (Player);
end
end);
end
--Checks for existing players
for _, Player in pairs (Players:GetPlayers ()) do
if (Player ~= LocalPlayer) then
Chat (Player);
end
end
--Checks for joining players
Players.PlayerAdded:Connect (function (Player)
if (Player ~= LocalPlayer) then
Chat (Player);
end
end);
Note: This should be used on your own game, it won't work as an exploit since Player.Chatted isn't gonna return an output if used on client anymore
Replied to thread : Chat command
Oh wait, I think I misread the main thread text, so you mean make the script listen to other player's messages and make them teleport to certain CFrame if they say it?
If you're gonna use it on your own game, it'll work (with some modifications, replacing LocalPlayer with Player), though using it for an exploit won't work, because I experienced that issue
Replied to thread : Chat command
Would this work? Can't guarantee it'll work, sorry if that's the case
local Players = game:GetService ("Players");
local LocalPlayer = Players.LocalPlayer;
local Command = "/tp"; --Change whatever style you want, like (;tp or ;tp)
--Teleports to the player mentioned by your command
local function Teleport (Player)
--Checks if both you and your target's character exist
if (Player ~= nil and Player.Character ~= nil and LocalPlayer.Character ~= nil) then
local CurrentPosition = LocalPlayer.Character:GetPivot (); --Your character's CFrame position
local TargetPosition = Player.Character:GetPivot (); --Your Target's character's CFrame position
LocalPlayer.Character:PivotTo (CurrentPosition + (TargetPosition.Position - CurrentPosition.Position + Vector3.new (0,0,0))); --Vector3.new (0,0,0) is an offset that you can modify;
end
end
--Checks the name list of existing players
local function CheckPlayer (Message)
for _, Player in pairs (Players:GetPlayers ()) do
if (Player ~= LocalPlayer) then
if (string.match (string.lower (Message), string.lower (Player.Name)) ~= nil or string.match (string.lower (Message), string.lower (Player.DisplayName)) ~= nil or string.match (string.lower (Message), Player.UserId) ~= nil) then
return Player; --Returns an existing player
else
return nil; --Returns nothing
end
end
end
end
--Listens for your chat messages
LocalPlayer.Chatted:Connect (function (Message)
--Check if the sent chat message was a command
print ("Message sent: " .. tostring (Message));
if (string.match (string.lower (Message), string.lower (Command)) ~= nil) then
print ("Command detected in message");
local Player = CheckPlayer (Message); --Returns either an existing player, or nil
if (Player ~= nil) then
print ("Player found, teleporting...");
Teleport (Player);
end
end
end);
--Indicates that the script works, press F9 in-game to see if it's loaded or not
print ("Loaded!");
What this does:
1.) It'll listen to your chat messages and see if your message is a command by matching it with "/tp" command.
2.) If "/tp" is detected in your messages, it will check the additional text along with the "/tp", like "/tp genericusername123" and see if that player exist
3.) It tries to match player's identification (Player.Name, Player.DisplayName, and Player.UserId), if the mentioned name matches to the existing player, it'll trigger the teleport function
4.) Teleport function moves your whole character to the same place where the target player's character is also located
Replied to thread : Universal Client-side Aim-Assist (or Aimbot) [Updated]
@WallyRBLX Yeah, part of my bad habit, my bad 😅
Replied to thread : Universal Client-side Aim-Assist (or Aimbot) [Updated]
@GoldenCheats
Short Answer: Maybe, I guess
Long Answer: It was intended to be working for any game since the title has 'Universal' in it, though I can't guarantee it'll work in some games that patches this, like Zombie Stories and Phantom Forces (Just one of few examples), how this exploit detects characters is by checking its existing humanoid, so if games like Phantom Forces uses different method that makes character work without a humanoid in it, this exploit will need some bit of modification, though that'll defeat the purpose of it being universal, so maybe I'll consider adding a feature where you can manually mark a specific part to lock-on with and apply to other similar parts in future (maybe, I hope)
But as for now, Roblox will usually have players with humanoid in their characters by default, so it should work fine with games that aren't much 'secured', I guess
Replied to thread : Silent Aim but without the need of Remote Events?
@_realnickk Interesting idea, thank you for your suggestion, didn't realize you could spoof it that way with that method
Replied to thread : Universal Client-side Aim-Assist (or Aimbot) [Updated]
@GoldenCheats As the title says, yes it's simply an aimbot/aim-assist, there's no mention of silent-aim here
Replied to thread : Silent Aim but without the need of Remote Events?
@Whoman I got a good chuckle from this lol, yeah this is exactly I was planning to do since I fortunately knew python too, though I wanted to achieve it without relying on methods outside the system
Edit: Not with the CV, but other one, a software that can read text by capturing the text output (image) from the screen, and convert to text would work fine
Created a new thread : Silent Aim but without the need of Remote Events?
I'm looking for simple alternative methods to make the mouse cursor move by script (Roblox LUA, not other third-party programs and external programming language) instead of hardware input
I could make Aimbot because Camera's CFrame could be modified, but LocalPlayer.Mouse's features were read-only and can't modify their positions, therefore I can't make silent-aim without heavily relying on RemoteSpy
This would help me make a universal silent-aim script rather than having to make individual script for each game with RemoteSpy, as for now, the alternative method I was doing was just resizing their hitbox, but some games patches that exploit by preventing hits from registering if the server/client data doesn't match, any suggestions are highly appreciated
I could do alternative by making it gather information in-game, print the output in screen, make the third-party program read it, and then make the third-party program also move the cursor by force, though that requires even more effort than using RemoteSpy for Silent-Aim, which defeats the purpose of this thread
Created a new thread : Player.Chatted doesn't work anymore?
I have a script that prints player's chat messages in Developer's Console (F9) and in in-game notifier, I used it for games that doesn't have Chat UI and/or heavily rely on BubbleChat feature, it used to be working in previous months (can't recall when), but it stopped sending messages in both console and in-game notifications after said month has passed
Here's the script:
-------------------------------------------------------------------
local Players = game:GetService ("Players");
local LocalPlayer = Players.LocalPlayer;
local StarterGui = game:GetService ("StarterGui");
-------------------------------------------------------------------
local function System_Notify (Title,Text,Icon, Duration)
StarterGui:SetCore ("SendNotification", {
Title = Title;
Text = Text;
Icon = Icon;
Duration = Duration;
});
end
-------------------------------------------------------------------
local function Logs ()
for _, Player in pairs (Players:GetPlayers ()) do
if (Player.Name ~= LocalPlayer.Name) then
Player.Chatted:Connect (function (Message)
local Player_Name = "";
if (Player.Name ~= Player.DisplayName) then
Player_Name = "[" .. Player.DisplayName .. "] " .. Player.Name;
else
Player_Name = Player.Name;
end
System_Notify (Player_Name, Message, Players:GetUserThumbnailAsync (Player.UserId, Enum.ThumbnailType.HeadShot, Enum.ThumbnailSize.Size420x420), 3);
print (Player_Name .. ': "'..Message..'"');
end);
end
end
Players.PlayerAdded:Connect (function (Player)
if (Player.Name ~= LocalPlayer.Name) then
local Player_Name = "";
if (Player.Name ~= Player.DisplayName) then
Player_Name = "[" .. Player.DisplayName .. "] " .. Player.Name;
else
Player_Name = Player.Name;
end
System_Notify ("Player Joined", Player_Name .. " joined.", "rbxasset://textures/ui/WarningIcon.png", 5);
warn ("System: " .. Player_Name .. " joined.");
Player.Chatted:Connect (function (Message)
System_Notify (Player_Name, Message, Players:GetUserThumbnailAsync (Player.UserId, Enum.ThumbnailType.HeadShot, Enum.ThumbnailSize.Size420x420), 3);
print (Player_Name .. ': "'..Message..'"');
end);
end
end);
Players.PlayerRemoving:Connect (function (Player)
if (Player.Name ~= LocalPlayer.Name) then
local Player_Name = "";
if (Player.Name ~= Player.DisplayName) then
Player_Name = "[" .. Player.DisplayName .. "] " .. Player.Name;
else
Player_Name = Player.Name;
end
System_Notify ("Player Left", Player_Name .. " left.", "rbxasset://textures/ui/WarningIcon.png", 5);
warn ("System: " .. Player_Name .. " left.");
end
end);
end
Logs ();
-------------------------------------------------------------------
Maybe Roblox patched it and made it only work in server-side? It only worked in roblox studio and in my game
I can't tell the cause, and currently looking for alternatives like TextService, was planning to use others like PlayerChatted, but unfortunately it is studio exclusive feature, and Chat.Chatted was also Server-Side exclusive feature
Any advice or suggestions are highly appreciated, thanks in advance
Replied to thread : Add "Preview" on Creator/Editor for threads and replies before submission
@Whoman Oh alright, thank you for the link, I'm kinda surprised this hasn't been implemented in the site yet