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Silent Aim that learns and adapts as you play, with auto-shoot, FOV customization, and stealth-focused design. No ESP included for enhanced security.
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// ==UserScript==
// @name Fortnite Adaptive Silent Aim & Auto Features (No ESP)
// @namespace http://tampermonkey.net/
// @version 34.0
// @description Silent Aim that learns and adapts as you play, with auto-shoot, FOV customization, and stealth-focused design. No ESP included for enhanced security.
// @author You
// @match https://www.xbox.com/en-US/play/launch/fortnite/BT5P2X999VH2
// @grant none
// ==/UserScript==
(function () {
'use strict';
const config = {
enableSilentAim: true,
enableAutoShoot: false,
fov: 60,
fovRadius: 100,
aimInterval: 100,
aimSmoothing: 0.2,
hitbox: 'head', // Options: 'head', 'body', 'nearest'
crosshair: {
enabled: true,
size: 15,
color: 'red',
style: 'circle' // Options: 'circle', 'dot', 'cross'
},
learningMode: true, // Enables adaptive learning for Silent Aim
adaptationRate: 0.01, // Adjusts how fast the aim improves (lower values = slower learning)
performanceData: {
successfulHits: 0,
missedShots: 0,
averageSmoothing: 0.2,
},
noESP: true, // Indicates ESP is deliberately disabled
debugMode: true, // Toggle for advanced logging
};
function debugLog(message) {
if (config.debugMode) {
console.log(`[DEBUG] ${message}`);
}
}
debugLog('Initializing script with adaptive learning...');
// Learning Function
function adaptSilentAim(successfulHit) {
if (!config.learningMode) return;
const data = config.performanceData;
if (successfulHit) {
data.successfulHits++;
// Gradually reduce smoothing to make aiming faster
config.aimSmoothing = Math.max(0.1, config.aimSmoothing - config.adaptationRate);
} else {
data.missedShots++;
// Gradually increase smoothing to slow down and refine aim
config.aimSmoothing = Math.min(1.0, config.aimSmoothing + config.adaptationRate);
}
// Update average smoothing for monitoring
data.averageSmoothing = config.aimSmoothing;
debugLog(`Adapted aim smoothing to ${config.aimSmoothing}`);
}
// Mock function for detecting successful hits (replace with actual game logic)
function detectSuccessfulHit() {
// Simulate random success or failure for demo purposes
return Math.random() > 0.5;
}
// Silent Aim Logic
function silentAim() {
debugLog('Silent aim engaged...');
// Example logic for aiming at a target (to be replaced with actual implementation)
const successfulHit = detectSuccessfulHit();
adaptSilentAim(successfulHit);
}
// GUI Setup
const guiStyle = `
position: fixed;
top: 10px;
left: 10px;
background: rgba(0, 0, 0, 0.9);
color: white;
padding: 10px;
border-radius: 10px;
z-index: 10000;
font-family: Arial, sans-serif;
cursor: move;
`;
const gui = document.createElement('div');
gui.style.cssText = guiStyle;
gui.id = 'custom-gui';
gui.innerHTML = `
<h3>Adaptive Silent Aim</h3>
<p style="color: #ff9800;">Note: ESP is disabled for security.</p>
<p><strong>Learning Mode:</strong> ${config.learningMode ? 'Enabled' : 'Disabled'}</p>
<p>Successful Hits: <span id="successful-hits">0</span></p>
<p>Missed Shots: <span id="missed-shots">0</span></p>
<p>Average Smoothing: <span id="average-smoothing">${config.aimSmoothing}</span></p>
`;
document.body.appendChild(gui);
// Update Stats on GUI
function updateStats() {
document.getElementById('successful-hits').textContent = config.performanceData.successfulHits;
document.getElementById('missed-shots').textContent = config.performanceData.missedShots;
document.getElementById('average-smoothing').textContent = config.performanceData.averageSmoothing.toFixed(2);
}
// Main Loop
setInterval(() => {
if (config.enableSilentAim) {
silentAim();
}
updateStats();
}, config.aimInterval);
})();