Bad Business Aimbot Script

New
  • Jun 18, 2022

Report

Description

This new Bad Business Aimbot Script has a very well-functioning silent aimbot script. Basically, it does that automatically redirects all your bullets to the enemy’s head, which means you don’t have to aim at all. This is a very powerful and well done business script, be sure to check it out!

Features Of Bad Business Aimbot Script:

  • Silent Aimbot

Join Our Discord Server

How to use Bad Business Aimbot Script?

  1. Press the "Get Script" button to Copy the "Bad Business Aimbot Script" .
  2. Lua scripts require a Lua Executor, Open your executor and attach it to the game.
  3. After copying & pasting the script in your executor press the "Execute" button and "Bad Business Aimbot Script" will show up in the game.
  4. If you find an old/faulty script, please let us know using the "Report" section.
  5. If you need an exploit, check out our Free Roblox Exploits Category.

Bad Business Aimbot Script

local input = game:GetService('UserInputService') local replicated = game:GetService('ReplicatedStorage') local players = game:GetService('Players') local localPlayer = players.LocalPlayer local camera = workspace.CurrentCamera local tortoise = require(game:GetService('ReplicatedStorage').TS) local reticle = tortoise.Input.Reticle local characters = tortoise.Characters local team = tortoise.Teams local projectiles = tortoise.Projectiles local weaponInfo = {} for c,k in next, replicated.Items.Base:GetChildren() do local config = k:FindFirstChild('Config', true) if config then weaponInfo[k.Name] = require(config) end end local bulletInfo = getupvalue(projectiles.InitProjectile, 1) local function getBulletData() local me = characters:GetCharacter(localPlayer) local backPack = me and me:FindFirstChild('Backpack') if not backPack then return end local equipped = backPack:FindFirstChild('Equipped') if not equipped then return end local projectile = weaponInfo[tostring(equipped.Value)] if not projectile or not projectile.Projectile then return end return bulletInfo[projectile.Projectile.Template] end local function predict(part : Instance) local distance = (part.Position - camera.CFrame.p).magnitude local bulletData = getBulletData() if not bulletData then return end local timeToHit = distance / bulletData.Speed local velocity = part.Velocity + Vector3.new(0, bulletData.Gravity * (timeToHit/2), 0) local hitPosition = part.Position + (velocity * timeToHit) return hitPosition end local function nearestTarget(bone : string) local info = { distance = math.huge, player = nil, character = nil, bone = nil } for _, player in next, players:GetPlayers() do if player == localPlayer then continue end local areFriendly = team:ArePlayersFriendly(player, localPlayer) local character = characters:GetCharacter(player) local body = (character and character:FindFirstChild('Body')) local bone = (body) and (body:FindFirstChild(bone)) if areFriendly or not bone then continue end local screenPoint, onScreen = camera:WorldToScreenPoint(bone.Position) if not onScreen then continue end local mousePosition = input:GetMouseLocation() local distance = (Vector2.new(screenPoint.x, screenPoint.y) - mousePosition).magnitude if distance > info.distance then continue end info = { distance = distance, player = player, character = character, bone = bone } end return info end local reticleLookVector = reticle.LookVector reticle.LookVector = function(...) local nearest = nearestTarget('Head') if nearest.player then local prediction = predict(nearest.bone) if prediction then print('yeah') return CFrame.new(camera.CFrame.p, prediction).lookVector end end return reticleLookVector(...) end -- Function check bypass setupvalue(reticle.GetPosition, 1, reticle.LookVector)