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Open Sourced ESP

This project represents a collection of visuals / wall hacks (Tracers, ESP, Boxes, Head Dots, Chams & Crosshair). This script is also undetected because it uses Synapse X's Drawing Library. It has modulized support for NPCs & parts and it offers a very simple and easy to use wrapping and unwrapping system.

This project's source is optimized, organized and simplified to the maximal level to be executive, fast, stable and precise.

This project is in beta testing, feel free to create pull requests (you will get credited), issues or just contact me on any of my linked platforms.

This project has been inspired from AxisHub which has an improved version of my old examplery discontinued wall hack script. It has a CS:GO-styled look which looks beautiful for fps games.

❗ Notice

This project has been written and tested with and only with Synapse X however, this does currently work on Scriptware/Scriptware-Mac, Hydrogen, Sirhurt, KRNL, OxygenU and Fluxus. So far, the required functions for this module to run will be listed below:

Dependencies (required functions & libraries):
  • Libraries:

    • Drawing
      • Drawing.new (function)
      • Drawing.Fonts (table)
    • debug
      • debug.getupvalue (function)
  • Functions:

    • getgenv
    • getrawmetatable
    • gethiddenproperty

This project also uses Aegians' Config Library as a way of storing user settings, meaning, your script executor must support the dependencies for the module if you want the configuration storing & loading functions in the ESP module to function.

πŸ“œ License

This project is completely free and open sourced. But, that does not mean you own rights to it. Read this document for more information. You can re-use / stitch this script or any system of this project into any of your repositories, as long as you credit the developer Aegians.

πŸ“‘ Update log (DD/MM/YYYY):

14/04/2023
  • [v1.0b] First (BETA) release
15/04/2023
  • [v1.0.3b] Optimizations, bug fixes, silenced errors
  • 18/04/2023
  • [v1.0.8b] Optimizations & bug fixes, added distance parameter for wrapping
  • 19/04/2023
  • [v1.1.1b] Optimizations, bug fixes, improved Restart interactive method, added new core function for getting the local users's positions and more...
  • 9/07/2023
  • [v1.2.1b] Optimizations, fixed errors, and decreased latency between the ESP returning connections
  • πŸ“‹ Documentation

    The documentation for the interactive functions of this module can be found by clicking here or at the following link:

    More detailed information for this project will be documented by time in this README.md document.

    πŸ‘‹ Introduction

    First of all, to implement the module in your script's environment you must use the function loadstring like below:

    loadstring(game:HttpGet("https://raw.githubusercontent.com/Aegians/Aegians-ESP/main/ESP.lua")()

    The code above loads the module's environment in your script executor's global environment meaning it will be archivable across every script.

    The identificator for the environment is AegiansDeveloperESP which is a table that has configurable settings and interactive user functions.

    The table loaded into the exploit's global environment by the module has a metatable set to it with a __call metamethod, meaning you can call the table which would wrap every player in the game and render a crosshair.

    AegiansDeveloperESP()

    This is equivalent to the Load function (which would be more optimized and faster).

    AegiansDeveloperESP.Load()

    This module has customizable settings for every drawing property and other miscellaneous properties with unique functions. You can see the configurable settings below.

    The script's configurable settings
    getgenv().AegiansDeveloperESP = {
    	DeveloperSettings = {
    		Path = "Aegians Developer/Aegians ESP/Configuration.cfg",
    		UnwrapOnCharacterAbsence = false,
    		UpdateMode = "RenderStepped",
    		TeamCheckOption = "TeamColor",
    		RainbowSpeed = 1, -- Bigger = Slower
    		WidthBoundary = 1.5 -- Smaller Value = Bigger Width
    	},
    
    	Settings = {
    		Enabled = true,
    		PartsOnly = false,
    		TeamCheck = false,
    		AliveCheck = true,
    		LoadConfigOnLaunch = true,
    	},
    
    	Properties = {
    		ESP = {
    			Enabled = true,
    			RainbowColor = false,
    			RainbowOutlineColor = false,
    			Offset = 10,
    
    			Color = Color3.fromRGB(255, 255, 255),
    			Transparency = 1,
    			Size = 14,
    			Font = DrawingFonts.System, -- UI, System, Plex, Monospace
    
    			OutlineColor = Color3.fromRGB(0, 0, 0),
    			Outline = true,
    
    			DisplayDistance = true,
    			DisplayHealth = false,
    			DisplayName = false,
    			DisplayDisplayName = true,
    			DisplayTool = true
    		},
    
    		Tracer = {
    			Enabled = true,
    			RainbowColor = false,
    			RainbowOutlineColor = false,
    			Position = 1, -- 1 = Bottom; 2 = Center; 3 = Mouse
    
    			Transparency = 1,
    			Thickness = 1,
    			Color = Color3.fromRGB(255, 255, 255),
    
    			Outline = true,
    			OutlineColor = Color3.fromRGB(0, 0, 0)
    		},
    
    		HeadDot = {
    			Enabled = true,
    			RainbowColor = false,
    			RainbowOutlineColor = false,
    
    			Color = Color3.fromRGB(255, 255, 255),
    			Transparency = 1,
    			Thickness = 1,
    			NumSides = 30,
    			Filled = false,
    
    			OutlineColor = Color3.fromRGB(0, 0, 0),
    			Outline = true
    		},
    
    		Box = {
    			Enabled = true,
    			RainbowColor = false,
    			RainbowOutlineColor = false,
    
    			Color = Color3.fromRGB(255, 255, 255),
    			Transparency = 1,
    			Thickness = 1,
    			Filled = false,
    
    			OutlineColor = Color3.fromRGB(0, 0, 0),
    			Outline = true
    		},
    
    		HealthBar = {
    			Enabled = true,
    			RainbowOutlineColor = false,
    			Offset = 4,
    			Blue = 100,
    			Position = 3, -- 1 = Top; 2 = Bottom; 3 = Left; 4 = Right
    
    			Thickness = 1,
    			Transparency = 1,
    
    			OutlineColor = Color3.fromRGB(0, 0, 0),
    			Outline = true
    		},
    
    		Chams = {
    			Enabled = false, -- Keep disabled, broken, WIP...
    			RainbowColor = false,
    
    			Color = Color3.fromRGB(255, 255, 255),
    			Transparency = 0.2,
    			Thickness = 1,
    			Filled = true
    		},
    
    		Crosshair = {
    			Enabled = true,
    			RainbowColor = false,
    			RainbowOutlineColor = false,
    			TStyled = false,
    			Position = 1, -- 1 = Mouse; 2 = Center
    
    			Size = 12,
    			GapSize = 6,
    			Rotation = 0,
    
    			Rotate = false,
    			RotateClockwise = true,
    			RotationSpeed = 5,
    
    			PulseGap = false,
    			PulsingStep = 10,
    			PulsingSpeed = 5,
    			PulsingBounds = {4, 8}, -- {...}[1] => GapSize Min; {...}[2] => GapSize Max
    
    			Color = Color3.fromRGB(0, 255, 0),
    			Thickness = 1,
    			Transparency = 1,
    
    			OutlineColor = Color3.fromRGB(0, 0, 0),
    			Outline = true,
    
    			CenterDot = {
    				Enabled = true,
    				RainbowColor = false,
    				RainbowOutlineColor = false,
    
    				Radius = 2,
    
    				Color = Color3.fromRGB(0, 255, 0),
    				Transparency = 1,
    				Thickness = 1,
    				NumSides = 60,
    				Filled = false,
    
    				OutlineColor = Color3.fromRGB(0, 0, 0),
    				Outline = true
    			}
    		}
    	}
    
    	-- The rest is core data for the functionality of the module...
    }
    Previews

    image (ESP with factory settings)

    image (Crosshair with factory settings)

    d4209590921119d9c7f6e263674fc32e.mp4

    The settings for the video above:

    AegiansDeveloperESP.RenderCrosshair()
    
    AegiansDeveloperESP.DeveloperSettings.RainbowSpeed = 2.5
    
    local CrosshairProperties = AegiansDeveloperESP.Properties.Crosshair
    
    CrosshairProperties.RainbowColor = true
    CrosshairProperties.Position = 2
    
    CrosshairProperties.Size = 18
    CrosshairProperties.Thickness = 2
    
    CrosshairProperties.Rotate = true
    CrosshairProperties.RotateClockwise = false
    CrosshairProperties.RotationSpeed = 10
    
    CrosshairProperties.PulseGap = true
    CrosshairProperties.PulsingBounds = {0, 24}
    
    CrosshairProperties.CenterDot.Color = Color3.fromHex("#FFFFFF")

    Wrapping & unwrapping Parts / NPCs

    Wrapping objects:

    <string> Hash | AegiansDeveloperESP.WrapObject(<Instance> Object[, <string> Pseudo Name, <table> Allowed Visuals, <uint> Distance])

    Unwrapping objects:

    <void> | AegiansDeveloperESP.UnwrapObject(<Instance/string> Object / Hash)

    ❗ Notice

    It is more recommended you store & parse hashes (given from the WrapObject function) for unwrapping for more precise results.

    For players, the function WrapObject will only wrap & work on the parsed player object (class type: "Player") if the player has a character archievable by OBJECT.Character.

    Code example
    for Index, Value in next, workspace.Landmines:GetChildren() do
    	local Part = Value:IsA("Model") and gethiddenproperty(Value, "PrimaryPart")
        
    	if not Part then
    		continue 
    	end
        
    	local Hash = AegiansDeveloperESP.WrapObject(Part, "Landmine "..Index, {Tracer = false})
    
    	task.delay(3, function()
    		AegiansDeveloperESP.UnwrapObject(Hash)
    	end)
    end

    These 2 functions also apply to players & NPCs (anything with a character).

    Code example
    AegiansDeveloperESP.WrapObject(workspace.Dummys.Dummy, "Dumb Dummy")
    
    -- The object parsed in the first parameter is a model that has a R15 character rig and a humanoid (which it must contain)

    About

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