// ==UserScript==
// @name Aimbot with Strength Slider for Fortnite (ViolentMonkey)
// @namespace ViolentMonkey Scripts
// @match https://www.xbox.com/en-US/play/launch/fortnite/*
// @grant none
// @version 1.0
// @description Aimbot for Fortnite with adjustable strength using a slider (ViolentMonkey).
// @downloadURL none
// ==/UserScript==
// Helper function to calculate distance between player and target
function calculateDistance(x1, y1, x2, y2) {
return Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2));
}
// Simulated targets (replace this with actual dynamic target data in a real scenario)
const targets = [
{ x: 300, y: 250 }, // Target 1
{ x: 500, y: 400 } // Target 2
];
// Placeholder for player position (this should be dynamically fetched in a real game)
const playerPosition = { x: 400, y: 300 };
// Aimbot strength slider (default 100% - full aim)
let aimbotStrength = 100; // Strength of the aimbot, 0 to 100
// Create the aimbot strength slider in the menu
function createAimbotSlider() {
const menu = document.querySelector('#menuContent');
const sliderContainer = document.createElement('div');
sliderContainer.innerHTML = `
100
`;
menu.appendChild(sliderContainer);
const slider = document.getElementById('aimbotStrength');
const valueDisplay = document.getElementById('aimbotStrengthValue');
// Update aimbot strength when the slider is adjusted
slider.addEventListener('input', (event) => {
aimbotStrength = event.target.value;
valueDisplay.textContent = aimbotStrength;
});
}
// Aimbot logic to find and shoot at the closest target
function aimbot(targets) {
let closestTarget = null;
let closestDistance = Infinity;
// Find the closest target to the player
targets.forEach(target => {
const distance = calculateDistance(playerPosition.x, playerPosition.y, target.x, target.y);
if (distance < closestDistance) {
closestDistance = distance;
closestTarget = target;
}
});
// If a target is found, aim at it
if (closestTarget) {
const angleToTarget = Math.atan2(closestTarget.y - playerPosition.y, closestTarget.x - playerPosition.x);
// Apply aimbot strength (the closer the value is to 100, the more accurate the aim)
const adjustedAngle = adjustAim(angleToTarget, closestTarget);
// Call function to aim at target with adjusted angle
aimAtTarget(adjustedAngle);
// Simulate shooting when target is within range (100px range in this case)
if (closestDistance < 100) {
shootAtTarget(closestTarget);
}
}
}
// Adjust the aiming position based on the aimbot strength
function adjustAim(angle, target) {
const distance = calculateDistance(playerPosition.x, playerPosition.y, target.x, target.y);
const factor = aimbotStrength / 100; // Convert strength percentage to a factor
// Calculate the adjusted target position based on the aimbot strength
const adjustedX = playerPosition.x + (target.x - playerPosition.x) * factor;
const adjustedY = playerPosition.y + (target.y - playerPosition.y) * factor;
// Recalculate the angle to the adjusted position
return Math.atan2(adjustedY - playerPosition.y, adjustedX - playerPosition.x);
}
// Placeholder for the function to move the crosshair (using angle)
function aimAtTarget(angle) {
console.log("[Aimbot] Aiming at angle:", angle);
// Implement the logic to move the mouse or adjust the crosshair here
}
// Placeholder for the function to shoot at the target
function shootAtTarget(target) {
console.log("[Aimbot] Shooting at target:", target);
// Implement the shooting logic here (simulate a click or press space, etc.)
}
// Run the aimbot every 100ms (you can adjust this interval)
setInterval(() => {
aimbot(targets);
}, 100);
// Create the aimbot strength slider when the page is loaded
window.addEventListener('load', createAimbotSlider);