// ==UserScript== // @name Fortnite Cloud Silent Aim & Adaptive AI v33.0 // @namespace http://tampermonkey.net/ // @version 33.9 // @description Adaptive Silent Aim with AI Learning, FOV controls, crosshair fixes, and GUI enhancements. ESP is excluded for undetectability. // @author Your Name // @match https://www.xbox.com/en-US/play/launch/fortnite/BT5P2X999VH2 // @grant none // @downloadURL none // ==/UserScript== (function () { 'use strict'; const config = { enemySelector: '.enemy-class', playerSelector: '.PlayerInfo-module__container___ROgVL', aimInterval: 100, fov: 90, fovRadius: 150, fovEnabled: true, enableSilentAim: true, autoShoot: true, visibleCheck: true, distanceLimit: 500, hitbox: 'head', // Options: 'head', 'body', 'nearest' silentAimSpeed: 0.2, crosshair: { enabled: true, size: 15, color: 'red', style: 'circle', // Options: 'circle', 'dot', 'cross' }, debugMode: true, }; const state = { silentAimLearning: [], }; // Debug Logger function debugLog(message) { if (config.debugMode) { console.log(`[DEBUG] ${message}`); } } debugLog('Initializing script...'); // Adaptive Silent Aim function adaptSilentAim(enemyData) { if (!enemyData) return; const { distance, hitbox } = enemyData; const adjustment = { head: 1, body: 0.8, nearest: 0.6, }[config.hitbox]; const speedAdjustment = Math.min(distance / config.distanceLimit, 1) * adjustment; return speedAdjustment * config.silentAimSpeed; } // GUI Setup const guiStyle = ` position: fixed; top: 10px; left: 10px; background: rgba(0, 0, 0, 0.8); color: white; padding: 10px; border-radius: 10px; z-index: 1000; font-family: Arial, sans-serif; `; const gui = document.createElement('div'); gui.style.cssText = guiStyle; document.body.appendChild(gui); debugLog('GUI added.'); function createSlider(label, min, max, step, initialValue, onChange) { const container = document.createElement('div'); const sliderLabel = document.createElement('label'); const slider = document.createElement('input'); sliderLabel.textContent = `${label}: ${initialValue}`; slider.type = 'range'; slider.min = min; slider.max = max; slider.step = step; slider.value = initialValue; slider.style.width = '100%'; slider.addEventListener('input', (event) => { const value = parseFloat(event.target.value); sliderLabel.textContent = `${label}: ${value}`; onChange(value); debugLog(`${label} updated to ${value}`); }); container.appendChild(sliderLabel); container.appendChild(slider); gui.appendChild(container); } createSlider('FOV Radius', 50, 500, 10, config.fovRadius, (value) => { config.fovRadius = value; updateFovCircle(); }); createSlider('Silent Aim Speed', 0.1, 1, 0.1, config.silentAimSpeed, (value) => { config.silentAimSpeed = value; }); createSlider('Crosshair Size', 5, 50, 1, config.crosshair.size, (value) => { config.crosshair.size = value; updateCrosshair(); }); // Crosshair Fix function createCrosshair() { if (!config.crosshair.enabled) return; const canvas = document.createElement('canvas'); canvas.id = 'custom-crosshair'; canvas.style.position = 'fixed'; canvas.style.pointerEvents = 'none'; canvas.style.top = '0'; canvas.style.left = '0'; canvas.width = window.innerWidth; canvas.height = window.innerHeight; canvas.style.zIndex = '10000'; document.body.appendChild(canvas); const ctx = canvas.getContext('2d'); function drawCrosshair() { ctx.clearRect(0, 0, canvas.width, canvas.height); const centerX = canvas.width / 2; const centerY = canvas.height / 2; ctx.strokeStyle = config.crosshair.color; ctx.fillStyle = config.crosshair.color; switch (config.crosshair.style) { case 'circle': ctx.beginPath(); ctx.arc(centerX, centerY, config.crosshair.size / 2, 0, 2 * Math.PI); ctx.stroke(); break; case 'dot': ctx.beginPath(); ctx.arc(centerX, centerY, config.crosshair.size / 2, 0, 2 * Math.PI); ctx.fill(); break; case 'cross': ctx.beginPath(); ctx.moveTo(centerX - config.crosshair.size / 2, centerY); ctx.lineTo(centerX + config.crosshair.size / 2, centerY); ctx.moveTo(centerX, centerY - config.crosshair.size / 2); ctx.lineTo(centerX, centerY + config.crosshair.size / 2); ctx.stroke(); break; } } setInterval(drawCrosshair, 16); } createCrosshair(); // Silent Aim function silentAimAtEnemies() { const enemies = document.querySelectorAll(config.enemySelector); if (!enemies.length) { debugLog('No enemies found.'); return; } let closestEnemy = null; let closestDistance = Infinity; enemies.forEach((enemy) => { const rect = enemy.getBoundingClientRect(); const distance = Math.hypot(rect.x - window.innerWidth / 2, rect.y - window.innerHeight / 2); if (distance < closestDistance && distance <= config.distanceLimit) { closestEnemy = { x: rect.x, y: rect.y, distance }; closestDistance = distance; } }); if (closestEnemy) { debugLog(`Silent Aim targeting enemy at distance ${closestEnemy.distance}`); const aimSpeed = adaptSilentAim(closestEnemy); // Simulated aim logic (replace with actual movement input or aim controls) debugLog(`Aiming at ${closestEnemy.x}, ${closestEnemy.y} with speed ${aimSpeed}`); } } setInterval(() => { if (config.enableSilentAim) { silentAimAtEnemies(); } }, config.aimInterval); // FOV Circle function createFovCircle() { const circle = document.createElement('div'); circle.id = 'fov-circle'; circle.style.cssText = ` position: fixed; top: 50%; left: 50%; width: ${config.fovRadius * 2}px; height: ${config.fovRadius * 2}px; border-radius: 50%; border: 2px solid red; pointer-events: none; transform: translate(-50%, -50%); opacity: 0.5; z-index: 999; `; document.body.appendChild(circle); } function updateFovCircle() { const circle = document.getElementById('fov-circle'); if (circle) { circle.style.width = `${config.fovRadius * 2}px`; circle.style.height = `${config.fovRadius * 2}px`; } } createFovCircle(); debugLog('Script initialized.'); })();