// ==UserScript== // @name Xbox Cloud Gaming Aimbot (Fortnite) // @namespace ViolentMonkey Scripts // @match https://www.xbox.com/en-US/play/launch/fortnite/* // @grant none // @version 1.1 // @description Aimbot script for Fortnite on Xbox Cloud Gaming // @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)); } // Placeholder for player position (replace with real data) const playerPosition = { x: 400, y: 300 }; // Example position for the player // Smoothness factor for aiming (higher value = smoother but slower) const smoothness = 0.1; // Adjust for smoother or more precise movements (lower is smoother) const shootingRange = 50; // Max aimbot range for shooting (in pixels) // AI lock-on variables let currentLockedTarget = null; let currentAngle = 0; let aimbotEnabled = false; // Function to simulate the aimbot logic (find closest target) function aimbot(targets) { if (!aimbotEnabled) return; 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; } }); // Lock-on to the closest target if one is found if (closestTarget && closestTarget !== currentLockedTarget) { currentLockedTarget = closestTarget; } // If a locked target exists, aim and shoot if (currentLockedTarget) { const angleToTarget = Math.atan2(currentLockedTarget.y - playerPosition.y, currentLockedTarget.x - playerPosition.x); const adjustedAngle = smoothAim(angleToTarget); aimAtTarget(adjustedAngle); // Triggerbot functionality: shoot if within range if (closestDistance < shootingRange) { shootAtTarget(currentLockedTarget); } } } // Smooth the aiming towards the target based on smoothness function smoothAim(angleToTarget) { const difference = angleToTarget - currentAngle; const smoothFactor = smoothness; // Prevent overshooting by ensuring angle is between -π and π if (difference > Math.PI) { return currentAngle + (difference - 2 * Math.PI) * smoothFactor; } else if (difference < -Math.PI) { return currentAngle + (difference + 2 * Math.PI) * smoothFactor; } return currentAngle + difference * smoothFactor; } // Function to simulate aiming at the target with smoother transitions function aimAtTarget(angle) { currentAngle = angle; // Update the player's view angle console.log("[Aimbot] Aiming at angle:", angle); } // Function to simulate shooting at the target function shootAtTarget(target) { console.log("[Aimbot] Shooting at target:", target); } // Simulate targets (replace this with actual dynamic target data in a real game) const targets = [ { x: 300, y: 250 }, // Target 1 { x: 500, y: 400 } // Target 2 ]; // Run the aimbot every 100ms (you can adjust this interval) setInterval(() => { aimbot(targets); }, 100); // Create the menu for user interface let menuVisible = true; let menuMinimized = false; const menu = document.createElement('div'); menu.style.position = 'fixed'; menu.style.top = '20px'; menu.style.left = '20px'; menu.style.backgroundColor = 'rgba(0, 0, 0, 0.7)'; menu.style.color = '#FFF'; menu.style.padding = '10px'; menu.style.fontSize = '16px'; menu.style.fontFamily = '"Product Sans", sans-serif'; menu.style.zIndex = '10001'; menu.style.cursor = 'move'; // Make the menu draggable menu.innerHTML = `