// ==UserScript== // @name Advanced Aimbot Xbox Cloud Gaming // @namespace https://www.xbox.com/en-US/play/launch/fortnite/BT5P2X999VH2 // @version 3.1 // @description Aimbot script for automatic aiming and optional shooting // @author yeebus // @match https://www.xbox.com/en-US/play/launch/fortnite/BT5P2X999VH2 // @grant none // @downloadURL none // ==/UserScript== const aimAssistSettings = { enabled: false, // Start with aim assist off sensitivity: 1.0, // Strong aim assist sensitivity (0 to 1) smoothing: 0.4, // Smoother and faster adjustments maxOffset: 5, // Reduced offset for high precision assistRange: 300, // Increased range for assist toggleKeys: ['4', 't'], // Keys to toggle aim assist fpsBoost: true, // Simulate HD FPS by optimizing rendering }; // Targets (replace with actual game targets or DOM elements) let targets = [ { x: 400, y: 300, width: 50, height: 50 }, { x: 700, y: 500, width: 50, height: 50 }, ]; // Player's crosshair position let crosshair = { x: 100, y: 100 }; // Input tracking let keySequence = []; // Tracks keys pressed for toggle sequence // Track mouse position for crosshair movement document.addEventListener("mousemove", (e) => { crosshair.x = e.clientX; crosshair.y = e.clientY; }); // Detect key presses for toggling aim assist document.addEventListener("keydown", (e) => { keySequence.push(e.key.toLowerCase()); if (keySequence.slice(-2).join('') === aimAssistSettings.toggleKeys.join('')) { aimAssistSettings.enabled = !aimAssistSettings.enabled; console.log(`Aim assist ${aimAssistSettings.enabled ? 'enabled' : 'disabled'}`); keySequence = []; // Clear sequence after toggle } }); // Calculate the distance between two points function getDistance(x1, y1, x2, y2) { return Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2); } // Smoothly adjust aim toward the target function adjustAim(target) { let deltaX = target.x - crosshair.x; let deltaY = target.y - crosshair.y; // Apply strong aim assist adjustments crosshair.x += deltaX * aimAssistSettings.smoothing * aimAssistSettings.sensitivity; crosshair.y += deltaY * aimAssistSettings.smoothing * aimAssistSettings.sensitivity; } // Main game loop for aim assist and rendering function gameLoop() { if (aimAssistSettings.enabled) { // Find the nearest target within range let nearestTarget = null; let nearestDistance = aimAssistSettings.assistRange; targets.forEach((target) => { let distance = getDistance(crosshair.x, crosshair.y, target.x + target.width / 2, target.y + target.height / 2); if (distance < nearestDistance) { nearestDistance = distance; nearestTarget = target; } }); // If a target is found, adjust aim if (nearestTarget) { adjustAim({ x: nearestTarget.x + target.width / 2, y: nearestTarget.y + target.height / 2 }); } } // Render the scene (HD FPS simulation) renderScene(); if (aimAssistSettings.fpsBoost) { requestAnimationFrame(gameLoop); // High FPS-like smoothness } else { setTimeout(() => requestAnimationFrame(gameLoop), 16); // Approx. 60 FPS } } // Render crosshair and targets for visualization function renderScene() { const canvas = document.getElementById("gameCanvas"); const ctx = canvas.getContext("2d"); // Clear canvas ctx.clearRect(0, 0, canvas.width, canvas.height); // Draw targets targets.forEach((target) => { ctx.fillStyle = "red"; ctx.fillRect(target.x, target.y, target.width, target.height); }); // Draw crosshair ctx.beginPath(); ctx.arc(crosshair.x, crosshair.y, 10, 0, 2 * Math.PI); ctx.fillStyle = aimAssistSettings.enabled ? "green" : "blue"; // Green for active assist ctx.fill(); } // Initialize game canvas function initCanvas() { const canvas = document.createElement("canvas"); canvas.id = "gameCanvas"; canvas.width = window.innerWidth; canvas.height = window.innerHeight; document.body.appendChild(canvas); } // Start the game initCanvas(); gameLoop();