// ==UserScript==
// @name Fortnite Xbox Cloud Aim Assist with Full Features, FOV Control, and More
// @namespace http://tampermonkey.net/
// @version 23
// @description Fully featured Fortnite aimbot with ESP, FOV, auto-detection, target prioritization, and more.
// @author You
// @match https://www.xbox.com/en-US/play/launch/fortnite/BT5P2X999VH2
// @grant none
// ==/UserScript==
(function () {
'use strict';
// Default configuration for the aimbot and ESP
const config = {
enemySelector: '.enemy-class', // Placeholder for enemy class
playerSelector: '.PlayerInfo-module__container___ROgVL', // Placeholder for player class
aimInterval: 100, // Interval in milliseconds for aim checks
aimSmoothing: 0.2, // Smoothing factor for more natural aim adjustments
fov: 60, // Field of View for the aimbot in degrees
fovRadius: 100, // Radius of the FOV circle (in pixels)
enableESP: false, // Flag to enable or disable ESP
enableAimbot: true, // Flag to enable or disable aimbot
enableFOVCircle: true, // Flag to enable FOV circle
distanceLimit: 500, // Distance limit for aiming at enemies (in pixels)
};
// Add GUI overlay to control FOV, sensitivity, ESP, etc.
const guiStyle = `
position: fixed;
top: 10px;
left: 10px;
background: rgba(0, 0, 0, 0.7);
color: white;
padding: 10px;
border-radius: 10px;
z-index: 1000;
`;
const buttonStyle = `
background: #4CAF50;
border: none;
color: white;
padding: 5px 10px;
text-align: center;
text-decoration: none;
display: inline-block;
font-size: 12px;
cursor: pointer;
margin: 5px;
`;
const sliderStyle = `
margin: 5px 0;
`;
// Create GUI elements
const gui = document.createElement('div');
gui.style.cssText = guiStyle;
// FOV Slider
const fovLabel = document.createElement('label');
fovLabel.innerText = 'FOV: ';
const fovSlider = document.createElement('input');
fovSlider.type = 'range';
fovSlider.min = 20;
fovSlider.max = 180;
fovSlider.value = config.fov;
fovSlider.style.cssText = sliderStyle;
fovSlider.addEventListener('input', () => {
config.fov = fovSlider.value;
fovValue.innerText = `${config.fov}°`;
config.fovRadius = (config.fov / 180) * window.innerWidth * 0.3; // Dynamically adjust the FOV circle size
updateFovCircle();
});
const fovValue = document.createElement('span');
fovValue.innerText = `${config.fov}°`;
// Distance Limit Slider
const distanceLabel = document.createElement('label');
distanceLabel.innerText = 'Aimbot Distance Limit: ';
const distanceSlider = document.createElement('input');
distanceSlider.type = 'range';
distanceSlider.min = 100;
distanceSlider.max = 1000;
distanceSlider.value = config.distanceLimit;
distanceSlider.style.cssText = sliderStyle;
distanceSlider.addEventListener('input', () => {
config.distanceLimit = distanceSlider.value;
distanceValue.innerText = `${config.distanceLimit}px`;
});
const distanceValue = document.createElement('span');
distanceValue.innerText = `${config.distanceLimit}px`;
// Smoothing Slider
const smoothingLabel = document.createElement('label');
smoothingLabel.innerText = 'Aim Smoothing: ';
const smoothingSlider = document.createElement('input');
smoothingSlider.type = 'range';
smoothingSlider.min = 0;
smoothingSlider.max = 1;
smoothingSlider.step = 0.05;
smoothingSlider.value = config.aimSmoothing;
smoothingSlider.style.cssText = sliderStyle;
smoothingSlider.addEventListener('input', () => {
config.aimSmoothing = smoothingSlider.value;
smoothingValue.innerText = config.aimSmoothing;
});
const smoothingValue = document.createElement('span');
smoothingValue.innerText = config.aimSmoothing;
// ESP Toggle Button
const espButton = document.createElement('button');
espButton.innerText = 'Toggle ESP';
espButton.style.cssText = buttonStyle;
espButton.addEventListener('click', () => {
config.enableESP = !config.enableESP;
espButton.innerText = config.enableESP ? 'Disable ESP' : 'Enable ESP';
});
// Aimbot Toggle Button
const aimbotButton = document.createElement('button');
aimbotButton.innerText = 'Disable Aimbot';
aimbotButton.style.cssText = buttonStyle;
aimbotButton.addEventListener('click', () => {
config.enableAimbot = !config.enableAimbot;
aimbotButton.innerText = config.enableAimbot ? 'Disable Aimbot' : 'Enable Aimbot';
});
// FOV Circle Toggle Button
const fovToggleButton = document.createElement('button');
fovToggleButton.innerText = 'Disable FOV Circle';
fovToggleButton.style.cssText = buttonStyle;
fovToggleButton.addEventListener('click', () => {
config.enableFOVCircle = !config.enableFOVCircle;
fovToggleButton.innerText = config.enableFOVCircle ? 'Disable FOV Circle' : 'Enable FOV Circle';
fovCircle.style.display = config.enableFOVCircle ? 'block' : 'none';
});
// Append elements to the GUI
gui.appendChild(fovLabel);
gui.appendChild(fovSlider);
gui.appendChild(fovValue);
gui.appendChild(document.createElement('br'));
gui.appendChild(distanceLabel);
gui.appendChild(distanceSlider);
gui.appendChild(distanceValue);
gui.appendChild(document.createElement('br'));
gui.appendChild(smoothingLabel);
gui.appendChild(smoothingSlider);
gui.appendChild(smoothingValue);
gui.appendChild(document.createElement('br'));
gui.appendChild(espButton);
gui.appendChild(aimbotButton);
gui.appendChild(fovToggleButton);
// Add the GUI to the page
document.body.appendChild(gui);
// Create FOV Circle (hidden initially)
const fovCircle = document.createElement('div');
fovCircle.style.cssText = `
position: fixed;
top: 50%;
left: 50%;
width: ${config.fovRadius * 2}px;
height: ${config.fovRadius * 2}px;
border-radius: 50%;
border: 2px solid red;
pointer-events: none;
transform: translate(-50%, -50%);
opacity: 0.5;
z-index: 999;
`;
document.body.appendChild(fovCircle);
/**
* Update the FOV Circle based on the current FOV setting
*/
function updateFovCircle() {
fovCircle.style.width = `${config.fovRadius * 2}px`;
fovCircle.style.height = `${config.fovRadius * 2}px`;
}
/**
* Calculate the angle between two points.
* @param {number} targetX - Target X coordinate.
* @param {number} targetY - Target Y coordinate.
* @param {number} playerX - Player X coordinate.
* @param {number} playerY - Player Y coordinate.
* @returns {number} Angle in degrees.
*/
function calculateAngle(targetX, targetY, playerX, playerY) {
return Math.atan2(targetY - playerY, targetX - playerX) * (180 / Math.PI);
}
/**
* Smoothly rotate the player towards the enemy.
* @param {number} angle - The calculated angle to rotate the player.
*/
function smoothAim(angle) {
const player = document.querySelector(config.playerSelector);
if (player) {
const currentRotation = parseFloat(player.style.transform.replace('rotate(', '').replace('deg)', '')) || 0;
const targetRotation = angle;
const smoothedRotation = currentRotation + (targetRotation - currentRotation) * config.aimSmoothing;
player.style.transform = `rotate(${smoothedRotation}deg)`;
}
}
/**
* Check if the enemy is within the player's Field of View (FOV).
* @param {number} angle - The angle between the player and the enemy.
* @returns {boolean} Whether the enemy is within the FOV.
*/
function isWithinFov(angle) {
return Math.abs(angle) <= (config.fov / 2);
}
/**
* Highlight enemy with a bounding box (ESP).
* @param {HTMLElement} enemy - The enemy element to highlight.
*/
function highlightEnemy(enemy) {
if (config.enableESP) {
const rect = enemy.getBoundingClientRect();
const espBox = document.createElement('div');
espBox.style.cssText = `
position: absolute;
border: 2px solid yellow;
top: ${rect.top}px;
left: ${rect.left}px;
width: ${rect.width}px;
height: ${rect.height}px;
pointer-events: none;
z-index: 999;
`;
document.body.appendChild(espBox);
// Remove the ESP box after a short delay
setTimeout(() => {
espBox.remove();
}, 100);
}
}
/**
* Auto-detect player and enemy elements in the DOM and aim at them.
*/
function aimAtEnemies() {
const player = document.querySelector(config.playerSelector);
const enemies = document.querySelectorAll(config.enemySelector);
if (!player || enemies.length === 0) {
console.warn('Player or enemies not found.');
return;
}
enemies.forEach((enemy) => {
const enemyRect = enemy.getBoundingClientRect();
const playerRect = player.getBoundingClientRect();
const enemyX = enemyRect.x + enemyRect.width / 2;
const enemyY = enemyRect.y + enemyRect.height / 2;
const playerX = playerRect.x + playerRect.width / 2;
const playerY = playerRect.y + playerRect.height / 2;
const angle = calculateAngle(enemyX, enemyY, playerX, playerY);
// Calculate distance to the enemy
const distance = Math.sqrt(Math.pow(enemyX - playerX, 2) + Math.pow(enemyY - playerY, 2));
// If the enemy is within the FOV and distance limit, aim at them
if (isWithinFov(angle) && distance <= config.distanceLimit) {
smoothAim(angle);
if (config.enableESP) {
highlightEnemy(enemy);
}
}
});
}
/**
* Initialize the aimbot functionality.
*/
function initializeAimAssist() {
console.log('Aim Assist Initialized');
setInterval(() => {
if (config.enableAimbot) {
aimAtEnemies();
}
}, config.aimInterval);
}
// Start the aimbot script
initializeAimAssist();
})();