您需要先安装一个扩展,例如 篡改猴、Greasemonkey 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 Userscripts ,之后才能安装此脚本。
您需要先安装一款用户脚本管理器扩展,例如 Tampermonkey,才能安装此脚本。
您需要先安装用户脚本管理器扩展后才能安装此脚本。
Greasy Fork is available in English.
Adaptive Silent Aim with AI Learning, FOV controls, crosshair fixes, GUI buttons, and additional features. ESP is excluded for undetectability.
当前为
// ==UserScript== // @name Fortnite Cloud Silent Aim & Adaptive AI v33.9 // @namespace http://tampermonkey.net/ // @version 40.0 // @description Adaptive Silent Aim with AI Learning, FOV controls, crosshair fixes, GUI buttons, and additional features. 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.'); // Button Creator function createButton(label, onClick) { const button = document.createElement('button'); button.textContent = label; button.style.cssText = ` display: block; margin: 5px 0; padding: 5px 10px; background: #007bff; color: white; border: none; border-radius: 5px; cursor: pointer; `; button.addEventListener('click', onClick); gui.appendChild(button); } createButton('Toggle Silent Aim', () => { config.enableSilentAim = !config.enableSilentAim; debugLog(`Silent Aim toggled: ${config.enableSilentAim}`); }); createButton('Toggle Auto Shoot', () => { config.autoShoot = !config.autoShoot; debugLog(`Auto Shoot toggled: ${config.autoShoot}`); }); createButton('Toggle FOV Display', () => { config.fovEnabled = !config.fovEnabled; const circle = document.getElementById('fov-circle'); if (circle) { circle.style.display = config.fovEnabled ? 'block' : 'none'; } debugLog(`FOV Display toggled: ${config.fovEnabled}`); }); createButton('Reset Settings', () => { config.fovRadius = 150; config.silentAimSpeed = 0.2; config.crosshair.size = 15; updateFovCircle(); updateCrosshair(); debugLog('Settings reset to default.'); }); // 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.'); })();