-- Bridge Battles Pro Hub (Brick Tool + WalkSpeed 45 + Silent Aim) local Rayfield = loadstring(game:HttpGet('https://sirius.menu/rayfield'))() local Window = Rayfield:CreateWindow({Name = "Bridge Battles Pro Hub", ConfigurationSaving = {Enabled = false}}) -- Tabs local MainTab = Window:CreateTab("Combat & Movement", 4483345998) local Players = game:GetService("Players") local Workspace = game:GetService("Workspace") local player = Players.LocalPlayer local camera = Workspace.CurrentCamera local maxWalkSpeed = 16 local silentAimActive = false local aimFOV = 300 -- Controls MainTab:CreateSlider({ Name = "WalkSpeed", Range = {16, 45}, Increment = 1, CurrentValue = 16, Flag = "CustomSpeed", Callback = function(Value) maxWalkSpeed = Value if player.Character and player.Character:FindFirstChildOfClass("Humanoid") then player.Character:FindFirstChildOfClass("Humanoid").WalkSpeed = maxWalkSpeed end end, }) MainTab:CreateToggle({ Name = "Enable RPG Silent Aim (Enemies Only)", CurrentValue = false, Callback = function(Value) silentAimActive = Value end, }) MainTab:CreateSlider({ Name = "Aim FOV Radius", Range = {50, 600}, Increment = 10, CurrentValue = 300, Flag = "AimFOV", Callback = function(Value) aimFOV = Value end, }) -- Helper function to find closest enemy on a different team local function getClosestEnemy() local closestTarget = nil local shortestDistance = aimFOV for _, targetPlayer in ipairs(Players:GetPlayers()) do if targetPlayer ~= player then local isEnemy = true if player.Team and targetPlayer.Team and player.Team == targetPlayer.Team then isEnemy = false end if isEnemy and targetPlayer.Character and targetPlayer.Character:FindFirstChild("HumanoidRootPart") then local humanoid = targetPlayer.Character:FindFirstChildOfClass("Humanoid") if humanoid and humanoid.Health > 0 then local vector, onScreen = camera:WorldToViewportPoint(targetPlayer.Character.HumanoidRootPart.Position) if onScreen then local screenMagnitude = (Vector2.new(vector.X, vector.Y) - Vector2.new(camera.ViewportSize.X / 2, camera.ViewportSize.Y / 2)).Magnitude if screenMagnitude < shortestDistance then shortestDistance = screenMagnitude closestTarget = targetPlayer.Character.HumanoidRootPart end end end end end end return closestTarget end -- Speed enforcement loop task.spawn(function() while task.wait(0.2) do pcall(function() local character = player.Character if not character then return end local humanoid = character:FindFirstChildOfClass("Humanoid") if humanoid and humanoid.WalkSpeed ~= maxWalkSpeed then humanoid.WalkSpeed = maxWalkSpeed end end) end end) -- Metatable hook for intercepting weapon firing / RPG projectiles local mt = getrawmetatable(game) local oldNamecall = mt.__namecall setreadonly(mt, false) mt.__namecall = newcclosure(function(self, ...) local method = getnamecallmethod() local args = {...} if silentAimActive and method == "FireServer" and (string.find(string.lower(self.Name), "shoot") or string.find(string.lower(self.Name), "fire") or string.find(string.lower(self.Name), "rocket") or self.Name == "Hit" or self.Name == "Attack") then local targetPart = getClosestEnemy() if targetPart then for i, v in ipairs(args) do if typeof(v) == "Vector3" then args[i] = targetPart.Position elseif typeof(v) == "Instance" and v:IsA("BasePart") then args[i] = targetPart end end return oldNamecall(self, unpack(args)) end end return oldNamecall(self, ...) end) setreadonly(mt, true) Rayfield:LoadConfiguration()local PathfindingService = game:GetService("PathfindingService") local Workspace = game:GetService("Workspace") -- Define targets (e.g., Brick Supply location and Bridge building location) local brickSpawnPoint = Vector3.new(0, 5, 50) local bridgeBuildPoint = Vector3.new(0, 5, -100) local function walkToTarget(humanoid, destination) local rootPart = humanoid.Parent:FindFirstChild("HumanoidRootPart") if not rootPart then return end -- Create a path configuration based on agent parameters local path = PathfindingService:CreatePath({ AgentRadius = 2, AgentHeight = 5, AgentCanJump = true, WaypointSpacing = 4 }) -- Compute the path from current position to target local success, errorMessage = pcall(function() path:ComputeAsync(rootPart.Position, destination) end) if success and path.Status == Enum.PathStatus.Success then local waypoints = path:GetWaypoints() for _, waypoint in ipairs(waypoints) do -- Handle jump actions if obstacles are present if waypoint.Action == Enum.PathWaypointAction.Jump then humanoid.Jump = true end -- Move to the current waypoint and wait until arrival humanoid:MoveTo(waypoint.Position) humanoid.MoveToFinished:Wait() end else warn("Path generation failed: ", errorMessage) end end -- Example usage loop for an in-game NPC helper: local function startSupplyRoutine(character) local humanoid = character:FindFirstChildOfClass("Humanoid") if not humanoid then return end -- Step 1: Walk to brick collection area walkToTarget(humanoid, brickSpawnPoint) task.wait(1) -- Simulate picking up items -- Step 2: Walk to bridge construction area walkToTarget(humanoid, bridgeBuildPoint) task.wait(1) -- Simulate building block placement end