Universal Script 📌
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Silent aim for dahood remakes copys

Universal Script 📌
iaintlebronthegoat
iaintlebronthegoatFirst script
1 year ago
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Description

Legit Silent aim You can mess around with the configs. Wont work for all games might be detected in some games (THE SCRIPT IS NOT MINE I DID NOT MAKE IT BUT IT WAS THE ONLY WORKING SILENT AIM THAT I HAVE USED FOR SOME REMAKES) I have no idea who made it but credits to them

Updates

  1. Script edited: Update script

  2. Script edited: Update script

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-- This is a adonis bypasser so you wont get kicked from index instance detector detected  

loadstring(game:HttpGet('https://raw.githubusercontent.com/Pixeluted/adoniscries/refs/heads/main/Source.lua'))()


-- dahood silent aim:

_G.SilentAim = {
    --[[MAIN]]
    AimingMode = "Index", -- "Namecall" or "Index" || cannot be changed mid-game
    Key = "+",
    AimParts = {"HumanoidRootPart","UpperTorso","Head"}, -- using core body parts for realistic locks
    -- Aimparts = {"Head","UpperTorso","HumanoidRootPart","LowerTorso","LeftHand","RightHand","LeftLowerArm","RightLowerArm","LeftUpperArm","RightUpperArm","LeftFoot","LeftLowerLeg","LeftUpperLeg","RightLowerLeg","RightFoot","RightUpperLeg"},
    MainPart = "HumanoidRootPart",
    KeyMode = "Hold", -- hold looks more legit than toggle
    Prediction = 0.12, -- slightly lower for realistic bullet travel
    AutoPrediction = true,
    Notifications = false, -- cleaner, no popups

    --[[RESOLVER (EXPERIMENTAL VERSION)]]
    ResolverV1 = false, -- false uses HumanoidRootPart/Torso velocity | true uses ResolverAimpart velocity
    ResolverDelay = 0.2,
    ResolverAimpart = "HumanoidRootPart",
    AntiSky = true, -- prevents locking far above players
    AntiGround = true, -- prevents locking onto ragdolls/down
    ReversePrediction = false,

    --[[SELECTION]]
    FOVCheck = true, -- checks for targets within your FOV circle
    FOVColor = Color3.fromRGB(119,0,255),
    FOVSize = 45, -- smaller FOV looks more legit
    FOVThickness = 1,
    FOVFilled = false,
    FOVTransparency = 0.8,
    DistancePriority = true, -- prefers closer players
    VisibleCheck = true, -- prevents aiming through walls
    DownCheck = true, -- ignores downed players

    --[[VISUALS]] -- these only show you where it's aiming
    Dot = false,


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