// ==UserScript== // @name Fortnite Xbox Cloud Aim Assist with GUI, FOV Circle & Auto Detection // @namespace http://tampermonkey.net/ // @version 21 // @description Fortnite on Xbox Cloud with GUI, FOV Circle, and auto-detection. // @author You // @match https://www.xbox.com/en-US/play/launch/fortnite/BT5P2X999VH2 // @grant none // @downloadURL none // ==/UserScript== (function () { 'use strict'; // Default configuration values const config = { enemySelector: '.enemy-class', // Replace with actual enemy selector playerSelector: '.PlayerInfo-module__container___ROgVL', // Replace with actual player selector aimInterval: 100, // Interval in milliseconds for aim checks aimSmoothing: 0.2, // Smoothing factor for more natural aim adjustments fov: 60, // Field of View for the aimbot in degrees fovRadius: 100, // Radius of the FOV circle (in pixels) }; // Add GUI overlay to control FOV, sensitivity, etc. const guiStyle = ` position: fixed; top: 10px; right: 10px; background: rgba(0, 0, 0, 0.7); color: white; padding: 10px; border-radius: 10px; z-index: 1000; `; const sliderStyle = ` margin: 5px 0; `; const gui = document.createElement('div'); gui.style.cssText = guiStyle; // FOV slider const fovLabel = document.createElement('label'); fovLabel.innerText = 'FOV: '; const fovSlider = document.createElement('input'); fovSlider.type = 'range'; fovSlider.min = 20; fovSlider.max = 180; fovSlider.value = config.fov; fovSlider.style.cssText = sliderStyle; fovSlider.addEventListener('input', () => { config.fov = fovSlider.value; fovValue.innerText = `${config.fov}°`; config.fovRadius = (config.fov / 180) * window.innerWidth * 0.3; // Dynamically adjust the FOV circle size updateFovCircle(); }); const fovValue = document.createElement('span'); fovValue.innerText = `${config.fov}°`; // Smoothing slider const smoothingLabel = document.createElement('label'); smoothingLabel.innerText = 'Aim Smoothing: '; const smoothingSlider = document.createElement('input'); smoothingSlider.type = 'range'; smoothingSlider.min = 0; smoothingSlider.max = 1; smoothingSlider.step = 0.05; smoothingSlider.value = config.aimSmoothing; smoothingSlider.style.cssText = sliderStyle; smoothingSlider.addEventListener('input', () => { config.aimSmoothing = smoothingSlider.value; smoothingValue.innerText = config.aimSmoothing; }); const smoothingValue = document.createElement('span'); smoothingValue.innerText = config.aimSmoothing; // Append the elements to the GUI gui.appendChild(fovLabel); gui.appendChild(fovSlider); gui.appendChild(fovValue); gui.appendChild(document.createElement('br')); gui.appendChild(smoothingLabel); gui.appendChild(smoothingSlider); gui.appendChild(smoothingValue); // Add the GUI to the page document.body.appendChild(gui); // Create FOV Circle (hidden initially) const fovCircle = document.createElement('div'); fovCircle.style.cssText = ` position: fixed; top: 50%; left: 50%; width: ${config.fovRadius * 2}px; height: ${config.fovRadius * 2}px; border-radius: 50%; border: 2px solid red; pointer-events: none; transform: translate(-50%, -50%); opacity: 0.5; z-index: 999; `; document.body.appendChild(fovCircle); /** * Update the FOV Circle based on the current FOV setting */ function updateFovCircle() { fovCircle.style.width = `${config.fovRadius * 2}px`; fovCircle.style.height = `${config.fovRadius * 2}px`; } /** * Calculate the angle between two points. * @param {number} targetX - Target X coordinate. * @param {number} targetY - Target Y coordinate. * @param {number} playerX - Player X coordinate. * @param {number} playerY - Player Y coordinate. * @returns {number} Angle in degrees. */ function calculateAngle(targetX, targetY, playerX, playerY) { return Math.atan2(targetY - playerY, targetX - playerX) * (180 / Math.PI); } /** * Smoothly rotate the player towards the enemy. * @param {number} angle - The calculated angle to rotate the player. */ function smoothAim(angle) { const player = document.querySelector(config.playerSelector); if (player) { const currentRotation = parseFloat(player.style.transform.replace('rotate(', '').replace('deg)', '')) || 0; const targetRotation = angle; const smoothedRotation = currentRotation + (targetRotation - currentRotation) * config.aimSmoothing; player.style.transform = `rotate(${smoothedRotation}deg)`; } } /** * Check if the enemy is within the player's Field of View (FOV). * @param {number} angle - The angle between the player and the enemy. * @returns {boolean} Whether the enemy is within the FOV. */ function isWithinFov(angle) { return Math.abs(angle) <= (config.fov / 2); } /** * Aim at the closest enemy based on the player's position. */ function aimAtEnemies() { const enemy = document.querySelector(config.enemySelector); const player = document.querySelector(config.playerSelector); // Ensure enemy and player elements exist if (!enemy || !player) { console.warn('Enemy or player element not found.'); return; } // Get bounding rectangles of the enemy and player const enemyRect = enemy.getBoundingClientRect(); const playerRect = player.getBoundingClientRect(); // Calculate center coordinates for both the enemy and player const enemyX = enemyRect.x + enemyRect.width / 2; const enemyY = enemyRect.y + enemyRect.height / 2; const playerX = playerRect.x + playerRect.width / 2; const playerY = playerRect.y + playerRect.height / 2; // Calculate the angle to aim at the enemy const angle = calculateAngle(enemyX, enemyY, playerX, playerY); // If the enemy is within the FOV, aim at them if (isWithinFov(angle)) { smoothAim(angle); console.log(`Aimed at enemy: angle = ${angle.toFixed(2)} degrees`); } } /** * Initialize the aim assist functionality. */ function initializeAimAssist() { console.log('Aim Assist Initialized'); setInterval(aimAtEnemies, config.aimInterval); } // Start the aim assist script initializeAimAssist(); })();