// ==UserScript==
// @name Fortnite Cloud Silent Aim & Adaptive AI v33.0
// @namespace http://tampermonkey.net/
// @version 33.7
// @description Adaptive Silent Aim with AI Learning, FOV controls, crosshair fixes, and GUI enhancements. ESP is excluded for undetectability.
// @author Your Name
// @match https://www.xbox.com/en-US/play/launch/fortnite/BT5P2X999VH2
// @grant none
// ==/UserScript==
(function () {
'use strict';
const config = {
enemySelector: '.enemy-class',
playerSelector: '.PlayerInfo-module__container___ROgVL',
aimInterval: 100,
fov: 90,
fovRadius: 150,
fovEnabled: true,
enableSilentAim: true,
autoShoot: true,
visibleCheck: true,
distanceLimit: 500,
hitbox: 'head', // Options: 'head', 'body', 'nearest'
silentAimSpeed: 0.2,
crosshair: {
enabled: true,
size: 15,
color: 'red',
style: 'circle', // Options: 'circle', 'dot', 'cross'
},
debugMode: true,
};
const state = {
silentAimLearning: [],
};
// Debug Logger
function debugLog(message) {
if (config.debugMode) {
console.log(`[DEBUG] ${message}`);
}
}
debugLog('Initializing script...');
// Adaptive Silent Aim
function adaptSilentAim(enemyData) {
if (!enemyData) return;
const { distance, hitbox } = enemyData;
const adjustment = {
head: 1,
body: 0.8,
nearest: 0.6,
}[config.hitbox];
const speedAdjustment = Math.min(distance / config.distanceLimit, 1) * adjustment;
return speedAdjustment * config.silentAimSpeed;
}
// GUI Setup
const guiStyle = `
position: fixed;
top: 10px;
left: 10px;
background: rgba(0, 0, 0, 0.8);
color: white;
padding: 10px;
border-radius: 10px;
z-index: 1000;
font-family: Arial, sans-serif;
`;
const gui = document.createElement('div');
gui.style.cssText = guiStyle;
document.body.appendChild(gui);
debugLog('GUI added.');
function createSlider(label, min, max, step, initialValue, onChange) {
const container = document.createElement('div');
const sliderLabel = document.createElement('label');
const slider = document.createElement('input');
sliderLabel.textContent = `${label}: ${initialValue}`;
slider.type = 'range';
slider.min = min;
slider.max = max;
slider.step = step;
slider.value = initialValue;
slider.style.width = '100%';
slider.addEventListener('input', (event) => {
const value = parseFloat(event.target.value);
sliderLabel.textContent = `${label}: ${value}`;
onChange(value);
debugLog(`${label} updated to ${value}`);
});
container.appendChild(sliderLabel);
container.appendChild(slider);
gui.appendChild(container);
}
createSlider('FOV Radius', 50, 500, 10, config.fovRadius, (value) => {
config.fovRadius = value;
updateFovCircle();
});
createSlider('Silent Aim Speed', 0.1, 1, 0.1, config.silentAimSpeed, (value) => {
config.silentAimSpeed = value;
});
createSlider('Crosshair Size', 5, 50, 1, config.crosshair.size, (value) => {
config.crosshair.size = value;
updateCrosshair();
});
// Crosshair Fix
function createCrosshair() {
if (!config.crosshair.enabled) return;
const canvas = document.createElement('canvas');
canvas.id = 'custom-crosshair';
canvas.style.position = 'fixed';
canvas.style.pointerEvents = 'none';
canvas.style.top = '0';
canvas.style.left = '0';
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
canvas.style.zIndex = '10000';
document.body.appendChild(canvas);
const ctx = canvas.getContext('2d');
function drawCrosshair() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
const centerX = canvas.width / 2;
const centerY = canvas.height / 2;
ctx.strokeStyle = config.crosshair.color;
ctx.fillStyle = config.crosshair.color;
switch (config.crosshair.style) {
case 'circle':
ctx.beginPath();
ctx.arc(centerX, centerY, config.crosshair.size / 2, 0, 2 * Math.PI);
ctx.stroke();
break;
case 'dot':
ctx.beginPath();
ctx.arc(centerX, centerY, config.crosshair.size / 2, 0, 2 * Math.PI);
ctx.fill();
break;
case 'cross':
ctx.beginPath();
ctx.moveTo(centerX - config.crosshair.size / 2, centerY);
ctx.lineTo(centerX + config.crosshair.size / 2, centerY);
ctx.moveTo(centerX, centerY - config.crosshair.size / 2);
ctx.lineTo(centerX, centerY + config.crosshair.size / 2);
ctx.stroke();
break;
}
}
setInterval(drawCrosshair, 16);
}
createCrosshair();
// Silent Aim
function silentAimAtEnemies() {
const enemies = document.querySelectorAll(config.enemySelector);
if (!enemies.length) {
debugLog('No enemies found.');
return;
}
let closestEnemy = null;
let closestDistance = Infinity;
enemies.forEach((enemy) => {
const rect = enemy.getBoundingClientRect();
const distance = Math.hypot(rect.x - window.innerWidth / 2, rect.y - window.innerHeight / 2);
if (distance < closestDistance && distance <= config.distanceLimit) {
closestEnemy = { x: rect.x, y: rect.y, distance };
closestDistance = distance;
}
});
if (closestEnemy) {
debugLog(`Silent Aim targeting enemy at distance ${closestEnemy.distance}`);
const aimSpeed = adaptSilentAim(closestEnemy);
// Simulated aim logic (replace with actual movement input or aim controls)
debugLog(`Aiming at ${closestEnemy.x}, ${closestEnemy.y} with speed ${aimSpeed}`);
}
}
setInterval(() => {
if (config.enableSilentAim) {
silentAimAtEnemies();
}
}, config.aimInterval);
// FOV Circle
function createFovCircle() {
const circle = document.createElement('div');
circle.id = 'fov-circle';
circle.style.cssText = `
position: fixed;
top: 50%;
left: 50%;
width: ${config.fovRadius * 2}px;
height: ${config.fovRadius * 2}px;
border-radius: 50%;
border: 2px solid red;
pointer-events: none;
transform: translate(-50%, -50%);
opacity: 0.5;
z-index: 999;
`;
document.body.appendChild(circle);
}
function updateFovCircle() {
const circle = document.getElementById('fov-circle');
if (circle) {
circle.style.width = `${config.fovRadius * 2}px`;
circle.style.height = `${config.fovRadius * 2}px`;
}
}
createFovCircle();
debugLog('Script initialized.');
})();