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Fortnite Adaptive Silent Aim & Auto Features (No ESP)

Silent Aim with AI-like adaptive learning, customizable sliders, auto-shoot, and FOV settings. Designed for stealth. No ESP included.

当前为 2024-12-19 提交的版本,查看 最新版本

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// ==UserScript==
// @name         Fortnite Adaptive Silent Aim & Auto Features (No ESP)
// @namespace    http://tampermonkey.net/
// @version      34.6
// @description  Silent Aim with AI-like adaptive learning, customizable sliders, auto-shoot, and FOV settings. Designed for stealth. No ESP included.
// @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'
        learningMode: true, // Enables adaptive learning for Silent Aim
        adaptationRate: 0.01, // Adjusts how fast aim improves (lower values = slower learning)
        crosshair: {
            enabled: true,
            size: 15,
            color: 'red',
            style: 'circle' // Options: 'circle', 'dot', 'cross'
        },
        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 AI-like adaptive learning...');

    // Learning Function
    function adaptSilentAim(successfulHit) {
        if (!config.learningMode) return;

        if (successfulHit) {
            // Gradually reduce smoothing to make aiming faster
            config.aimSmoothing = Math.max(0.1, config.aimSmoothing - config.adaptationRate);
        } else {
            // Gradually increase smoothing to slow down and refine aim
            config.aimSmoothing = Math.min(1.0, config.aimSmoothing + config.adaptationRate);
        }

        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...');
        const successfulHit = detectSuccessfulHit(); // Replace with real detection logic
        adaptSilentAim(successfulHit);
    }

    // GUI Setup
    const guiStyle = `
        position: fixed;
        top: 10px;
        left: 10px;
        background: rgba(0, 0, 0, 0.8);
        color: white;
        padding: 10px;
        border-radius: 10px;
        z-index: 10000;
        font-family: Arial, sans-serif;
        cursor: move;
    `;

    const sliderStyle = `
        margin: 5px 0;
        width: 100%;
    `;

    const buttonStyle = `
        background: #4CAF50;
        color: white;
        border: none;
        padding: 5px 10px;
        margin: 5px 0;
        cursor: pointer;
        text-align: center;
        font-size: 14px;
        border-radius: 5px;
    `;

    const gui = document.createElement('div');
    gui.style.cssText = guiStyle;
    document.body.appendChild(gui);
    debugLog('GUI added to the page.');

    function createSlider(label, min, max, step, initialValue, onChange) {
        const container = document.createElement('div');
        container.style.marginBottom = '10px';

        const sliderLabel = document.createElement('label');
        sliderLabel.textContent = `${label}: ${initialValue}`;
        container.appendChild(sliderLabel);

        const slider = document.createElement('input');
        slider.type = 'range';
        slider.min = min;
        slider.max = max;
        slider.step = step;
        slider.value = initialValue;
        slider.style.cssText = sliderStyle;
        slider.addEventListener('input', (event) => {
            const value = parseFloat(event.target.value);
            sliderLabel.textContent = `${label}: ${value}`;
            onChange(value);
            debugLog(`${label} updated to ${value}`);
        });
        container.appendChild(slider);

        gui.appendChild(container);
    }

    function createButton(label, onClick) {
        const button = document.createElement('button');
        button.textContent = label;
        button.style.cssText = buttonStyle;
        button.addEventListener('click', onClick);
        gui.appendChild(button);
    }

    // Add sliders and buttons
    createSlider('Field of View (FOV)', 20, 180, 1, config.fov, (value) => {
        config.fov = value;
    });

    createSlider('Silent Aim Speed', 0.1, 1, 0.1, config.aimSmoothing, (value) => {
        config.aimSmoothing = value;
    });

    createSlider('FOV Radius', 50, 500, 10, config.fovRadius, (value) => {
        config.fovRadius = value;
    });

    createSlider('Crosshair Size', 5, 50, 1, config.crosshair.size, (value) => {
        config.crosshair.size = value;
    });

    createButton('Toggle Auto-Shoot', () => {
        config.enableAutoShoot = !config.enableAutoShoot;
        debugLog(`Auto-Shoot ${config.enableAutoShoot ? 'Enabled' : 'Disabled'}`);
    });

    createButton('Toggle Learning Mode', () => {
        config.learningMode = !config.learningMode;
        debugLog(`Learning Mode ${config.learningMode ? 'Enabled' : 'Disabled'}`);
    });

    createButton('Toggle Debug Mode', () => {
        config.debugMode = !config.debugMode;
        debugLog(`Debug Mode ${config.debugMode ? 'Enabled' : 'Disabled'}`);
    });

    // Silent Aim Execution Loop
    setInterval(() => {
        if (config.enableSilentAim) {
            silentAim();
        }
    }, config.aimInterval);
})();