local Rayfield = loadstring(game:HttpGet('https://sirius.menu/rayfield'))() local Window = Rayfield:CreateWindow({ Name = "OverLoad", LoadingTitle = "Over Dev", LoadingSubtitle = "by Stryx", Theme = "Default", DisableRayfieldPrompts = false, DisableBuildWarnings = false, ConfigurationSaving = { Enabled = true, FolderName = nil, FileName = "OverLoad" }, Discord = { Enabled = false, Invite = "noinvitelink", RememberJoins = false, }, KeySystem = false, KeySettings = { Title = "Untitled", Subtitle = "Key System", Note = "No method of obtaining the key is provided", FileName = "Key", SaveKey = true, GrabKeyFromSite = false, Key = {"Hello"} } }) Rayfield:Notify({ Title = "Cheat successfully executed!", Content = "Have fun!", Duration = 3.5, Image = 4483362458, }) local VisualsTab = Window:CreateTab("Visuals", 4483362458) local VisualsSection = VisualsTab:CreateSection("ESP") -- Services local Players = game:GetService("Players") local RunService = game:GetService("RunService") local LocalPlayer = Players.LocalPlayer local Camera = workspace.CurrentCamera -- Variables for ESP local espEnabled = false -- Tracks the ESP state local espConnection -- Stores the RenderStepped connection for ESP updates -- Variables for Tracers local drawLinesEnabled = false local lines = {} -- Store all the lines local tracerConnection -- Stores the RenderStepped connection for tracers -- Function to create a hollow rectangle with thicker borders (ESP box) local function createHollowBox() local box = Instance.new("BillboardGui") box.Size = UDim2.new(4, 0, 5, 0) box.AlwaysOnTop = true box.Adornee = nil box.Name = "PlayerBox" local borderThickness = 0.05 -- Increased from 0.03 to make borders thicker local top = Instance.new("Frame") top.Size = UDim2.new(1, 0, borderThickness, 0) top.Position = UDim2.new(0, 0, 0, 0) top.BackgroundColor3 = Color3.new(1, 0, 0) top.BorderSizePixel = 0 top.Parent = box local bottom = Instance.new("Frame") bottom.Size = UDim2.new(1, 0, borderThickness, 0) bottom.Position = UDim2.new(0, 0, 1 - borderThickness, 0) bottom.BackgroundColor3 = Color3.new(1, 0, 0) bottom.BorderSizePixel = 0 bottom.Parent = box local left = Instance.new("Frame") left.Size = UDim2.new(borderThickness, 0, 1, 0) left.Position = UDim2.new(0, 0, 0, 0) left.BackgroundColor3 = Color3.new(1, 0, 0) left.BorderSizePixel = 0 left.Parent = box local right = Instance.new("Frame") right.Size = UDim2.new(borderThickness, 0, 1, 0) right.Position = UDim2.new(1 - borderThickness, 0, 0, 0) right.BackgroundColor3 = Color3.new(1, 0, 0) right.BorderSizePixel = 0 right.Parent = box return box end -- Function to check if a player is on the enemy team local function isEnemyTeam(player) return player.Team ~= LocalPlayer.Team end -- Function to highlight all enemy players (ESP) local function highlightAllPlayers() for _, player in pairs(Players:GetPlayers()) do if player ~= LocalPlayer and isEnemyTeam(player) then if player.Character and player.Character:FindFirstChild("HumanoidRootPart") then if not player.Character:FindFirstChild("PlayerBox") then local box = createHollowBox() box.Adornee = player.Character:FindFirstChild("HumanoidRootPart") box.Parent = player.Character end end else if player.Character and player.Character:FindFirstChild("PlayerBox") then player.Character.PlayerBox:Destroy() end end end end -- Clean up highlights when players leave local function onPlayerRemoving(player) if player.Character and player.Character:FindFirstChild("PlayerBox") then player.Character.PlayerBox:Destroy() end end -- Enable or disable ESP local function toggleESP(state) if state then espConnection = RunService.RenderStepped:Connect(highlightAllPlayers) Players.PlayerRemoving:Connect(onPlayerRemoving) else if espConnection then espConnection:Disconnect() espConnection = nil end for _, player in pairs(Players:GetPlayers()) do if player.Character and player.Character:FindFirstChild("PlayerBox") then player.Character.PlayerBox:Destroy() end end end end -- Function to create and update tracers (lines) local function createLine() local line = Drawing.new("Line") line.Visible = true line.Thickness = 3 -- Increased from 1 to make lines thicker line.Color = Color3.new(1, 0, 0) return line end local function updateLines() -- Hide all lines first for _, line in ipairs(lines) do line.Visible = false end local screenCenter = Vector2.new(Camera.ViewportSize.X / 2, Camera.ViewportSize.Y / 2) local index = 1 for _, player in ipairs(Players:GetPlayers()) do -- Only draw lines to enemy team players if player ~= LocalPlayer and isEnemyTeam(player) and player.Character and player.Character:FindFirstChild("HumanoidRootPart") then local character = player.Character local rootPart = character.HumanoidRootPart local worldPosition = rootPart.Position local screenPosition, onScreen = Camera:WorldToViewportPoint(worldPosition) if onScreen then local line = lines[index] or createLine() line.From = screenCenter line.To = Vector2.new(screenPosition.X, screenPosition.Y) line.Visible = true lines[index] = line index = index + 1 end end end -- Hide remaining lines if there are no players to connect to for i = index, #lines do lines[i].Visible = false end end local function cleanupLines() -- Clean up the lines by making them invisible and removing them for _, line in ipairs(lines) do line.Visible = false line:Remove() end lines = {} end -- Toggle for tracers (line drawing) local function toggleLineDrawing(state) if state then tracerConnection = RunService.RenderStepped:Connect(updateLines) else if tracerConnection then tracerConnection:Disconnect() tracerConnection = nil end cleanupLines() end end -- Rayfield UI Toggles -- ESP Toggle VisualsTab:CreateToggle({ Name = "Enemy Boxes", CurrentValue = false, Flag = "BOX1", Callback = function(Value) espEnabled = Value toggleESP(Value) end, }) -- Tracers Toggle VisualsTab:CreateToggle({ Name = "Enemy Tracers", CurrentValue = false, Flag = "Tracer1", Callback = function(Value) drawLinesEnabled = Value toggleLineDrawing(Value) end, }) local MoveTab = Window:CreateTab("Misc", 4483362458) -- Title, Image local MoveSection = MoveTab:CreateSection("Awesome Sauce") local Toggle = MoveTab:CreateButton({ Name = "Strafe/bhop", Callback = function(Value) -- Movement settings local STRAFE_SPEED = 30 local AIR_MULTIPLIER = 1.5 local BHOP_POWER = 40 -- Services local Players = game:GetService("Players") local UserInputService = game:GetService("UserInputService") local RunService = game:GetService("RunService") -- Local player setup local player = Players.LocalPlayer local mouse = player:GetMouse() -- Variables local moveKeys = { W = false, A = false, S = false, D = false, Space = false } -- Functions to handle character access safely local function getChar() return player.Character or player.CharacterAdded:Wait() end local function getRoot() local char = getChar() return char:FindFirstChild("HumanoidRootPart") end local function getHumanoid() local char = getChar() return char:FindFirstChild("Humanoid") end -- Movement function local function calculateMoveDirection() local dir = Vector3.new(0, 0, 0) local char = getChar() if not char then return dir end local cf = workspace.CurrentCamera.CFrame if moveKeys.W then dir = dir + cf.LookVector end if moveKeys.S then dir = dir - cf.LookVector end if moveKeys.A then dir = dir - cf.RightVector end if moveKeys.D then dir = dir + cf.RightVector end dir = Vector3.new(dir.X, 0, dir.Z).Unit return dir end -- Key handling UserInputService.InputBegan:Connect(function(input, gameProcessed) if gameProcessed then return end if input.KeyCode == Enum.KeyCode.W then moveKeys.W = true elseif input.KeyCode == Enum.KeyCode.A then moveKeys.A = true elseif input.KeyCode == Enum.KeyCode.S then moveKeys.S = true elseif input.KeyCode == Enum.KeyCode.D then moveKeys.D = true elseif input.KeyCode == Enum.KeyCode.Space then moveKeys.Space = true end end) UserInputService.InputEnded:Connect(function(input, gameProcessed) if input.KeyCode == Enum.KeyCode.W then moveKeys.W = false elseif input.KeyCode == Enum.KeyCode.A then moveKeys.A = false elseif input.KeyCode == Enum.KeyCode.S then moveKeys.S = false elseif input.KeyCode == Enum.KeyCode.D then moveKeys.D = false elseif input.KeyCode == Enum.KeyCode.Space then moveKeys.Space = false end end) -- Main movement loop RunService.Heartbeat:Connect(function() local char = getChar() local root = getRoot() local humanoid = getHumanoid() if not char or not root or not humanoid then return end -- Calculate movement local moveDir = calculateMoveDirection() local isInAir = humanoid:GetState() == Enum.HumanoidStateType.Jumping or humanoid:GetState() == Enum.HumanoidStateType.Freefall -- Apply movement if moveDir.Magnitude > 0 then local speed = STRAFE_SPEED if isInAir then speed = speed * AIR_MULTIPLIER end -- Set velocity local newVel = moveDir * speed root.Velocity = Vector3.new( newVel.X, root.Velocity.Y, -- Preserve vertical velocity newVel.Z ) -- Bunny hop if moveKeys.Space and root.Velocity.Y < 1 then root.Velocity = Vector3.new( root.Velocity.X, BHOP_POWER, root.Velocity.Z ) end end end) -- Notification game:GetService("StarterGui"):SetCore("SendNotification", { Title = "Movement Script Loaded", Text = "Controls: WASD to move, Space to jump", Duration = 5 }) end, }) local Button = MoveTab:CreateButton({ Name = "Infinite Yield", Callback = function() loadstring(game:HttpGet("https://cdn.wearedevs.net/scripts/Infinite%20Yield.txt"))() end, }) local Button = MoveTab:CreateButton({ Name = "NoClip(N)", Callback = function() -- Local Script (Place in StarterPlayerScripts for local player functionality) local player = game.Players.LocalPlayer local character = player.Character or player.CharacterAdded:Wait() local humanoidRootPart = character:WaitForChild("HumanoidRootPart") local noclip = false -- Initial state of noclip local UIS = game:GetService("UserInputService") -- Function to toggle noclip local function toggleNoclip() noclip = not noclip if noclip then print("Noclip enabled") else print("Noclip disabled") end end -- Detecting player input to toggle noclip (e.g., pressing "N") UIS.InputBegan:Connect(function(input, gameProcessed) if not gameProcessed and input.KeyCode == Enum.KeyCode.N then toggleNoclip() end end) -- Continuously update character collisions game:GetService("RunService").Stepped:Connect(function() if noclip then for _, part in pairs(character:GetDescendants()) do if part:IsA("BasePart") and part.CanCollide then part.CanCollide = false end end else for _, part in pairs(character:GetDescendants()) do if part:IsA("BasePart") and not part.CanCollide then part.CanCollide = true end end end end) end, }) local AimTab = Window:CreateTab("Aimbot", 4483362458) -- Title, Image local AimbotSection = AimTab:CreateSection("Aimbot") local UserInputService = game:GetService("UserInputService") local Players = game:GetService("Players") local RunService = game:GetService("RunService") local Camera = workspace.CurrentCamera local LocalPlayer = Players.LocalPlayer local LockedPlayer = nil local LastKnownPosition = nil local FieldOfView = 40 -- Set the field of view to 40 degrees local CenterPrioritizationFactor = 0.5 -- Decrease this value to shrink the priority "circle" local AimbotEnabled = false -- Track whether the aimbot is enabled or not -- Function to check if a player is on the enemy team local function isEnemyTeam(player) -- If the local player has no team, or the target player has no team, return false if not LocalPlayer.Team or not player.Team then return false end -- Return true if the teams are different return LocalPlayer.Team ~= player.Team end -- Function to get the body part based on weighted probabilities local function getTargetBodyPart() local randomValue = math.random() if randomValue <= 0.7 then return "UpperTorso" -- 70% chance else return "Head" -- 30% chance end end -- Function to get the closest enemy player to the crosshair, prioritizing players near the center of the screen and closest to the player local function getClosestEnemyPlayerToCrosshair() local mousePosition = UserInputService:GetMouseLocation() local closestPlayer = nil local closestDistance = math.huge local cameraPosition = Camera.CFrame.Position local cameraForward = Camera.CFrame.LookVector local centerOfScreen = Vector2.new(Camera.ViewportSize.X / 2, Camera.ViewportSize.Y / 2) for _, player in pairs(Players:GetPlayers()) do -- Only target players who are on the enemy team if player ~= LocalPlayer and player.Character and isEnemyTeam(player) then -- Choose body part based on weighted probability local targetBodyPartName = getTargetBodyPart() local bodyPart = player.Character:FindFirstChild(targetBodyPartName) if bodyPart then local screenPosition, onScreen = Camera:WorldToViewportPoint(bodyPart.Position) if onScreen then local playerPosition = bodyPart.Position - cameraPosition local angle = math.acos(cameraForward:Dot(playerPosition.Unit)) * (180 / math.pi) -- Check if the player is within the FOV if angle <= FieldOfView / 2 then -- Calculate screen distance (distance between mouse and player) local screenDist = (Vector2.new(screenPosition.X, screenPosition.Y) - mousePosition).Magnitude -- Calculate distance from the center of the screen, but apply the CenterPrioritizationFactor to shrink the circle local distanceFromCenter = (Vector2.new(screenPosition.X, screenPosition.Y) - centerOfScreen).Magnitude * CenterPrioritizationFactor -- Calculate the distance from the local player to the target player local distanceToPlayer = (LocalPlayer.Character.Head.Position - bodyPart.Position).Magnitude -- Combine these factors: -- Prioritize players close to the center and those closer to the local player local weightedScore = screenDist + distanceFromCenter + distanceToPlayer -- Find the closest player based on the combined score if weightedScore < closestDistance then closestDistance = weightedScore closestPlayer = {player = player, bodyPart = targetBodyPartName} end end end end end end return closestPlayer end -- Function to lock the camera onto the target player's body part local function lockCameraOnPlayer(targetData) if targetData and targetData.player.Character then local bodyPart = targetData.player.Character:FindFirstChild(targetData.bodyPart) if bodyPart then LockedPlayer = targetData.player LastKnownPosition = bodyPart.Position RunService:BindToRenderStep("LockCamera", Enum.RenderPriority.Camera.Value, function() if LockedPlayer and LockedPlayer.Character and isEnemyTeam(LockedPlayer) then local currentBodyPart = LockedPlayer.Character:FindFirstChild(targetData.bodyPart) if currentBodyPart then local targetPosition = currentBodyPart.Position -- Check if the player has moved more than 5 meters if (targetPosition - LastKnownPosition).Magnitude > 5 then -- Stop tracking if the player has teleported more than 5 meters RunService:UnbindFromRenderStep("LockCamera") LockedPlayer = nil LastKnownPosition = nil return end -- Update the last known position LastKnownPosition = targetPosition -- Lock the camera onto the player's body part Camera.CFrame = CFrame.new(Camera.CFrame.Position, targetPosition) else RunService:UnbindFromRenderStep("LockCamera") LockedPlayer = nil LastKnownPosition = nil end else RunService:UnbindFromRenderStep("LockCamera") LockedPlayer = nil LastKnownPosition = nil end end) end end end -- Rayfield UI Toggle for Aimbot local Toggle = AimTab:CreateToggle({ Name = "Aimbot (RCLICK)", CurrentValue = false, Flag = "AIM1", -- A flag is the identifier for the configuration file Callback = function(Value) -- The function that takes place when the toggle is pressed AimbotEnabled = Value if not AimbotEnabled then -- Stop tracking if the aimbot is disabled RunService:UnbindFromRenderStep("LockCamera") LockedPlayer = nil LastKnownPosition = nil end end, }) -- Detect right-click and lock onto the closest enemy player within FOV, only if Aimbot is enabled UserInputService.InputBegan:Connect(function(input, gameProcessed) if not gameProcessed and input.UserInputType == Enum.UserInputType.MouseButton2 and AimbotEnabled then local closestPlayer = getClosestEnemyPlayerToCrosshair() lockCameraOnPlayer(closestPlayer) end end) -- Stop locking the camera when right-click is released UserInputService.InputEnded:Connect(function(input, gameProcessed) if input.UserInputType == Enum.UserInputType.MouseButton2 then RunService:UnbindFromRenderStep("LockCamera") LockedPlayer = nil LastKnownPosition = nil end end) -- This next part is for silent aim, you can modify the vectors to change how good the silent aim is -- Function to get the Players service name dynamically local function getPlayersName() for i, v in pairs(game:GetChildren()) do if v.ClassName == "Players" then return v.Name end end end local playersService = getPlayersName() local localPlayer = game[playersService].LocalPlayer -- Global variables to control the script local isModificationEnabled = false local modificationCoroutine = nil -- Function to modify player character parts local function modifyPlayerParts() while isModificationEnabled do for _, v in pairs(game[playersService]:GetPlayers()) do if v.Name ~= localPlayer.Name and v.Character then local parts = { "RightUpperLeg", "LeftUpperLeg", "HeadHB", "HumanoidRootPart" } for _, partName in ipairs(parts) do local part = v.Character:FindFirstChild(partName) if part then part.CanCollide = false part.Transparency = 10 part.Size = Vector3.new(10, 10, 10) end end end end wait(1) -- Wait for 1 second before next iteration end -- Reset parts when modification is disabled for _, v in pairs(game[playersService]:GetPlayers()) do if v.Name ~= localPlayer.Name and v.Character then local parts = { "RightUpperLeg", "LeftUpperLeg", "HeadHB", "HumanoidRootPart" } for _, partName in ipairs(parts) do local part = v.Character:FindFirstChild(partName) if part then part.CanCollide = true part.Transparency = 0 part.Size = Vector3.new(1, 1, 1) end end end end end -- Create Toggle for Player Part Modification local Toggle = AimTab:CreateToggle({ Name = "silent aim", CurrentValue = false, Flag = "PlayerPartModification", Callback = function(Value) isModificationEnabled = Value if Value then -- Start the modification coroutine modificationCoroutine = coroutine.create(modifyPlayerParts) coroutine.resume(modificationCoroutine) else -- If the coroutine is running, it will exit due to isModificationEnabled being false modificationCoroutine = nil end end, }) local Toggle = AimTab:CreateToggle({ Name = "TriggerBot", CurrentValue = false, Flag = "EnemyAutoClickToggle", Callback = function(Value) if Value then -- Activate auto-click getgenv().AutoClickConnection = game:GetService("RunService").RenderStepped:Connect(function() local Players = game:GetService("Players") local LocalPlayer = Players.LocalPlayer local Mouse = LocalPlayer:GetMouse() if Mouse.Target and Mouse.Target.Parent then local TargetPlayer = Players:GetPlayerFromCharacter(Mouse.Target.Parent) if TargetPlayer and TargetPlayer ~= LocalPlayer then if not TargetPlayer.Team or TargetPlayer.Team ~= LocalPlayer.Team then mouse1press() wait() mouse1release() end end end end) else -- Deactivate auto-click if getgenv().AutoClickConnection then getgenv().AutoClickConnection:Disconnect() end end end }) local ModsTab = Window:CreateTab("Gun Mods", 4483362458) -- Title, Image local ModsSection = ModsTab:CreateSection("Gun Mods") local Toggle = ModsTab:CreateButton({ Name = "Infinite ammo (arsenal)", Callback = function(Value) for i,v in next, game.ReplicatedStorage.Weapons:GetChildren() do for i,c in next, v:GetChildren() do -- for some reason, using GetDescendants dsent let you modify weapon ammo, so I do this instead for i,x in next, getconnections(c.Changed) do x:Disable() -- probably not needed end if c.Name == "Ammo" or c.Name == "StoredAmmo" then c.Value = 300 -- don't set this above 300 or else your guns wont work end end end end, }) local Toggle = ModsTab:CreateButton({ Name = "Infinite range (arsenal)", Callback = function(Value) for i,v in next, game.ReplicatedStorage.Weapons:GetChildren() do for i,c in next, v:GetChildren() do -- for some reason, using GetDescendants dsent let you modify weapon ammo, so I do this instead for i,x in next, getconnections(c.Changed) do x:Disable() -- probably not needed end if c.Name == "Range" then c.Value = 9e9 end end end end, }) local Toggle = ModsTab:CreateButton({ Name = "100% accuracy (arsenal)", Callback = function(Value) for i,v in next, game.ReplicatedStorage.Weapons:GetChildren() do for i,c in next, v:GetChildren() do -- for some reason, using GetDescendants dsent let you modify weapon ammo, so I do this instead for i,x in next, getconnections(c.Changed) do x:Disable() -- probably not needed end if c.Name == "AReload" or c.Name == "RecoilControl" or c.Name == "EReload" or c.Name == "SReload" or c.Name == "ReloadTime" or c.Name == "EquipTime" or c.Name == "Spread" or c.Name == "MaxSpread" then c.Value = 0 end end end end, }) local Toggle = ModsTab:CreateButton({ Name = "fire rate (arsenal)", Callback = function(Value) for i,v in next, game.ReplicatedStorage.Weapons:GetChildren() do for i,c in next, v:GetChildren() do -- for some reason, using GetDescendants dsent let you modify weapon ammo, so I do this instead for i,x in next, getconnections(c.Changed) do x:Disable() -- probably not needed end if c.Name == "FireRate" or c.Name == "BFireRate" then c.Value = 0.02 -- don't set this lower than 0.02 or else your game will crash end end end end, }) local Toggle = ModsTab:CreateButton({ Name = "All Weapons Automatic (Arsenal)", Callback = function() for _, weapon in pairs(game.ReplicatedStorage.Weapons:GetChildren()) do for _, child in pairs(weapon:GetChildren()) do if child:IsA("ModuleScript") then local weaponData = require(child) if weaponData.Auto == false then weaponData.Auto = true -- Make the weapon automatic end end end end end }) print("Script Loaded Successfully") -- Add this at the end of your script