// ==UserScript== // @name Fortnite Xbox Cloud Aim Assist with Full Features, FOV Control, and More // @namespace http://tampermonkey.net/ // @version 24 // @description Fully featured Fortnite aimbot with ESP, FOV, auto-detection, target prioritization, and more. // @author You // @match https://www.xbox.com/en-US/play/launch/fortnite/BT5P2X999VH2 // @grant none // @downloadURL none // ==/UserScript== (function () { 'use strict'; // Default configuration for the aimbot and ESP const config = { enemySelector: '.enemy-class', // Placeholder for enemy class playerSelector: '.PlayerInfo-module__container___ROgVL', // Placeholder for player class 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) enableESP: false, // Flag to enable or disable ESP enableAimbot: true, // Flag to enable or disable aimbot enableFOVCircle: true, // Flag to enable FOV circle distanceLimit: 500, // Distance limit for aiming at enemies (in pixels) }; // Add GUI overlay to control FOV, sensitivity, ESP, etc. const guiStyle = ` position: fixed; top: 10px; left: 10px; background: rgba(0, 0, 0, 0.7); color: white; padding: 10px; border-radius: 10px; z-index: 1000; `; const buttonStyle = ` background: #4CAF50; border: none; color: white; padding: 5px 10px; text-align: center; text-decoration: none; display: inline-block; font-size: 12px; cursor: pointer; margin: 5px; `; const sliderStyle = ` margin: 5px 0; `; // Create GUI elements 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}°`; // Distance Limit Slider const distanceLabel = document.createElement('label'); distanceLabel.innerText = 'Aimbot Distance Limit: '; const distanceSlider = document.createElement('input'); distanceSlider.type = 'range'; distanceSlider.min = 100; distanceSlider.max = 1000; distanceSlider.value = config.distanceLimit; distanceSlider.style.cssText = sliderStyle; distanceSlider.addEventListener('input', () => { config.distanceLimit = distanceSlider.value; distanceValue.innerText = `${config.distanceLimit}px`; }); const distanceValue = document.createElement('span'); distanceValue.innerText = `${config.distanceLimit}px`; // 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; // ESP Toggle Button const espButton = document.createElement('button'); espButton.innerText = 'Toggle ESP'; espButton.style.cssText = buttonStyle; espButton.addEventListener('click', () => { config.enableESP = !config.enableESP; espButton.innerText = config.enableESP ? 'Disable ESP' : 'Enable ESP'; }); // Aimbot Toggle Button const aimbotButton = document.createElement('button'); aimbotButton.innerText = 'Disable Aimbot'; aimbotButton.style.cssText = buttonStyle; aimbotButton.addEventListener('click', () => { config.enableAimbot = !config.enableAimbot; aimbotButton.innerText = config.enableAimbot ? 'Disable Aimbot' : 'Enable Aimbot'; }); // FOV Circle Toggle Button const fovToggleButton = document.createElement('button'); fovToggleButton.innerText = 'Disable FOV Circle'; fovToggleButton.style.cssText = buttonStyle; fovToggleButton.addEventListener('click', () => { config.enableFOVCircle = !config.enableFOVCircle; fovToggleButton.innerText = config.enableFOVCircle ? 'Disable FOV Circle' : 'Enable FOV Circle'; fovCircle.style.display = config.enableFOVCircle ? 'block' : 'none'; }); // Append elements to the GUI gui.appendChild(fovLabel); gui.appendChild(fovSlider); gui.appendChild(fovValue); gui.appendChild(document.createElement('br')); gui.appendChild(distanceLabel); gui.appendChild(distanceSlider); gui.appendChild(distanceValue); gui.appendChild(document.createElement('br')); gui.appendChild(smoothingLabel); gui.appendChild(smoothingSlider); gui.appendChild(smoothingValue); gui.appendChild(document.createElement('br')); gui.appendChild(espButton); gui.appendChild(aimbotButton); gui.appendChild(fovToggleButton); // 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); } /** * Highlight enemy with a bounding box (ESP). * @param {HTMLElement} enemy - The enemy element to highlight. */ function highlightEnemy(enemy) { if (config.enableESP) { const rect = enemy.getBoundingClientRect(); const espBox = document.createElement('div'); espBox.style.cssText = ` position: absolute; border: 2px solid yellow; top: ${rect.top}px; left: ${rect.left}px; width: ${rect.width}px; height: ${rect.height}px; pointer-events: none; z-index: 999; `; document.body.appendChild(espBox); // Remove the ESP box after a short delay setTimeout(() => { espBox.remove(); }, 100); } } /** * Auto-detect player and enemy elements in the DOM and aim at them. */ function aimAtEnemies() { const player = document.querySelector(config.playerSelector); const enemies = document.querySelectorAll(config.enemySelector); if (!player || enemies.length === 0) { console.warn('Player or enemies not found.'); return; } enemies.forEach((enemy) => { const enemyRect = enemy.getBoundingClientRect(); const playerRect = player.getBoundingClientRect(); 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; const angle = calculateAngle(enemyX, enemyY, playerX, playerY); // Calculate distance to the enemy const distance = Math.sqrt(Math.pow(enemyX - playerX, 2) + Math.pow(enemyY - playerY, 2)); // If the enemy is within the FOV and distance limit, aim at them if (isWithinFov(angle) && distance <= config.distanceLimit) { smoothAim(angle); if (config.enableESP) { highlightEnemy(enemy); } } }); } /** * Initialize the aimbot functionality. */ function initializeAimAssist() { console.log('Aim Assist Initialized'); setInterval(() => { if (config.enableAimbot) { aimAtEnemies(); } }, config.aimInterval); } // Start the aimbot script initializeAimAssist(); })();