5,969 views
Description
This is a arsenal script made by me aka Cryziie my first script but pretty good to be my first i would say
Dm on discord @Cryziie for any question or suggestions Please and thank you!!
Features
- + inf jump
- + Flight Mode
- + No Clip
- + Esp
- + AimBot (IGNORE USERNAME / UNIGNORE USERNAME)
- + Full Bright
- + Lowest Graphic Modes
- + Night Mode (TURN ON FULL BRIGHT AFTER FOR BEST RESULTS)
- + Color Vibrance
- + Realistic Mode
Supported Executors
Xeno
Delta
local Rayfield = loadstring(game:HttpGet('https://sirius.menu/rayfield'))()
local Window = Rayfield:CreateWindow({
Name = "Cryziie's Arsenal Script",
Icon = 0,
LoadingTitle = "taking suggestions dm @Cryziie on discord",
LoadingSubtitle = "Presented by: Cryziie",
ShowText = "taking suggestions dm @Cryziie on discord",
Theme = "Default",
ToggleUIKeybind = "K",
DisableRayfieldPrompts = false,
DisableBuildWarnings = false,
ConfigurationSaving = {
Enabled = true,
FolderName = nil,
FileName = "Big Hub"
},
Discord = {
Enabled = false,
Invite = "noinvitelink",
RememberJoins = true
},
KeySystem = false,
KeySettings = {
Title = "Untitled",
Subtitle = "Key System",
Note = "No method of obtaining the key is provided",
FileName = "Key",
SaveKey = true,
GrabKeyFromSite = false,
Key = {"Hello"}
}
})
local MainTab = Window:CreateTab("Movement", nil)
-- Infinite Jump Toggle
local InfiniteJumpEnabled = false
local InfiniteJumpConnection = nil
MainTab:CreateToggle({
Name = "Infinite Jump",
CurrentValue = false,
Callback = function(Value)
InfiniteJumpEnabled = Value
-- Clean up existing connection if toggled off
if not InfiniteJumpEnabled then
if InfiniteJumpConnection then
InfiniteJumpConnection:Disconnect()
InfiniteJumpConnection = nil
end
return
end
-- Start connection when toggled on
local Players = game:GetService("Players")
local UserInputService = game:GetService("UserInputService")
local player = Players.LocalPlayer
InfiniteJumpConnection = UserInputService.InputBegan:Connect(function(input, gameProcessed)
if gameProcessed then return end
if not InfiniteJumpEnabled then return end
if input.KeyCode == Enum.KeyCode.Space then
local character = player.Character
local humanoid = character and character:FindFirstChildOfClass("Humanoid")
local rootPart = character and character:FindFirstChild("HumanoidRootPart")
if humanoid and rootPart and humanoid:GetState() ~= Enum.HumanoidStateType.Dead then
humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
rootPart.AssemblyLinearVelocity = Vector3.new(rootPart.AssemblyLinearVelocity.X, humanoid.JumpPower, rootPart.AssemblyLinearVelocity.Z)
end
end
end)
end,
})
local Flying = false
local FlySpeedSetting = 50
local Players = game:GetService("Players")
local LocalPlayer = Players.LocalPlayer
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")
local function toggleFlight(enabled)
if enabled then
local character = LocalPlayer.Character or LocalPlayer.CharacterAdded:Wait()
local root = character:WaitForChild("HumanoidRootPart")
local bv = Instance.new("BodyVelocity")
bv.MaxForce = Vector3.new(1e5, 1e5, 1e5)
bv.Parent = root
local bg = Instance.new("BodyGyro")
bg.MaxTorque = Vector3.new(1e5, 1e5, 1e5)
bg.CFrame = root.CFrame
bg.Parent = root
RunService.RenderStepped:Connect(function()
if Flying then
local moveDirection = Vector3.new(0, 0, 0)
if UserInputService:IsKeyDown(Enum.KeyCode.W) then moveDirection = moveDirection + workspace.CurrentCamera.CFrame.LookVector end
if UserInputService:IsKeyDown(Enum.KeyCode.S) then moveDirection = moveDirection - workspace.CurrentCamera.CFrame.LookVector end
if UserInputService:IsKeyDown(Enum.KeyCode.A) then moveDirection = moveDirection - workspace.CurrentCamera.CFrame.RightVector end
if UserInputService:IsKeyDown(Enum.KeyCode.D) then moveDirection = moveDirection + workspace.CurrentCamera.CFrame.RightVector end
if UserInputService:IsKeyDown(Enum.KeyCode.Space) then moveDirection = moveDirection + Vector3.new(0, 1, 0) end
if UserInputService:IsKeyDown(Enum.KeyCode.LeftShift) then moveDirection = moveDirection - Vector3.new(0, 1, 0) end
-- Update velocity only if there is a movement input
if moveDirection.Magnitude > 0 then
bv.Velocity = moveDirection.Unit * FlySpeedSetting
else
bv.Velocity = Vector3.new(0, 0, 0) -- Stop movement when no keys are pressed
end
-- Maintain vertical position to avoid any unintended downward movement
bv.Velocity = Vector3.new(bv.Velocity.X, bv.Velocity.Y, bv.Velocity.Z)
end
end)
else
local character = LocalPlayer.Character
if character and character:FindFirstChild("HumanoidRootPart") then
for _, obj in pairs(character.HumanoidRootPart:GetChildren()) do
if obj:IsA("BodyVelocity") or obj:IsA("BodyGyro") then
obj:Destroy()
end
end
end
end
end
MainTab:CreateToggle({
Name = "Flight Mode",
Info = "Activating this instantly starts flying. Deactivating stops it.",
CurrentValue = false,
Flag = "FlightToggleClean",
Callback = function(Value)
Flying = Value
toggleFlight(Value)
end,
})
-- Flight Speed Slider
MainTab:CreateSlider({
Name = "Fly Speed",
Info = "Adjusts your velocity while flying.",
Range = {0, 400},
Increment = 5,
Suffix = " Speed",
CurrentValue = 50,
Flag = "FlySpeedSlider",
Callback = function(Value)
FlySpeedSetting = Value
local Player = Players.LocalPlayer
if not Player.Character or not Player.Character:FindFirstChild("Humanoid") then return end
if Player.Character.Humanoid:GetState() == Enum.HumanoidStateType.Freefall then
Player.Character.Humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
end
end,
})
MainTab:CreateToggle({
Name = "No Clip",
Info = "Enable/Disable No Clip (pass through walls)",
CurrentValue = false,
Flag = "NoClipToggle",
Callback = function(Value)
NoClipEnabled = Value
local character = LocalPlayer.Character or LocalPlayer.CharacterAdded:Wait()
for _, part in pairs(character:GetChildren()) do
if part:IsA("BasePart") then
part.CanCollide = not NoClipEnabled -- Disable collisions in No Clip mode
end
end
if NoClipEnabled then
RunService.Stepped:Connect(function()
if NoClipEnabled then
local root = character:FindFirstChild("HumanoidRootPart")
if root then
root.Position = root.Position -- This will continuously set position, preventing it from snapping back
end
end
end)
end
end,
})
local Divider = MainTab:CreateDivider()
local Paragraph = MainTab:CreateParagraph({Title = "I am still learning and definitely taking suggestions for features to add just dm @Cryziie on discord", Content = ""})
local Paragraph = MainTab:CreateParagraph({Title = "this also works on other games too i know flight works on jailbreak mm2 just try it out and LMKK watchu think PLEASEE", Content = ""})
local SecondTab = Window:CreateTab("Aimbot", nil)
-- ESP Setup
local ESPEnabled = false
local Camera = workspace.CurrentCamera
local Cache = {}
local function CleanPlayerESP(player)
if Cache[player] then
if Cache[player].Line then
Cache[player].Line:Destroy()
Cache[player].Line = nil
end
if Cache[player].Text then
Cache[player].Text:Destroy()
Cache[player].Text = nil
end
if Cache[player].Highlight then
Cache[player].Highlight:Destroy()
Cache[player].Highlight = nil
end
Cache[player] = nil
end
end
local function CreateESP(player)
if player == LocalPlayer then return end
local connection
connection = RunService.RenderStepped:Connect(function()
local character = player.Character
local root = character and character:FindFirstChild("HumanoidRootPart")
local humanoid = character and character:FindFirstChildOfClass("Humanoid")
if not character or not root or not humanoid or humanoid.Health <= 0 then
CleanPlayerESP(player)
return
end
if not ESPEnabled then
return
end
local screenPos, onScreen = Camera:WorldToViewportPoint(root.Position)
if onScreen then
if not Cache[player] then
Cache[player] = {}
end
-- ESP Highlight
if not Cache[player].Highlight or not Cache[player].Highlight.Parent then
local highlight = Instance.new("Highlight")
highlight.Name = "ESPOutline"
highlight.FillColor = Color3.fromRGB(255, 0, 0)
highlight.FillTransparency = 0.6
highlight.OutlineColor = Color3.fromRGB(255, 0, 0)
highlight.OutlineTransparency = 0
highlight.Adornee = character
highlight.Parent = character
Cache[player].Highlight = highlight
else
Cache[player].Highlight.Enabled = true
end
-- Tracer Lines
if not Cache[player].Line then
local line = Drawing.new("Line")
line.Color = Color3.fromRGB(255, 0, 0)
line.Thickness = 2
line.Transparency = 1
Cache[player].Line = line
end
Cache[player].Line.From = Vector2.new(Camera.ViewportSize.X / 2, Camera.ViewportSize.Y)
Cache[player].Line.To = Vector2.new(screenPos.X, screenPos.Y)
Cache[player].Line.Visible = true
-- Distance Text Tracking
if not Cache[player].Text then
local text = Drawing.new("Text")
text.Color = Color3.fromRGB(255, 255, 255)
text.Size = 18
text.Center = true
text.Outline = true
text.OutlineColor = Color3.fromRGB(0, 0, 0)
Cache[player].Text = text
end
local distance = math.floor((LocalPlayer.Character and LocalPlayer.Character:FindFirstChild("HumanoidRootPart") and (LocalPlayer.Character.HumanoidRootPart.Position - root.Position).Magnitude) or 0)
Cache[player].Text.Text = string.format("%s\n[%d studs]", player.Name, distance)
Cache[player].Text.Position = Vector2.new(screenPos.X, screenPos.Y - 45)
Cache[player].Text.Visible = true
else
CleanPlayerESP(player)
end
end)
player.CharacterRemoving:Connect(function() CleanPlayerESP(player) end)
end
-- ESP
SecondTab:CreateToggle({
Name = "ESP",
Info = "Toggle Enemy ESP on/off.",
CurrentValue = false,
Flag = "ESPToggle",
Callback = function(Value)
ESPEnabled = Value
if Value then
for _, p in pairs(Players:GetPlayers()) do CreateESP(p) end
Players.PlayerAdded:Connect(CreateESP)
else
for _, p in pairs(Players:GetPlayers()) do CleanPlayerESP(p) end
end
end,
})
-- END OF ESP
-- AIMBOT
local AimbotEnabled = false
local AimbotMaxDistance = 1000
local AimbotConn = nil
local AimbotFOV = 60 -- Default FOV value
local ignoredUsernames = {} -- List of usernames to ignore
local function GetClosestEnemy()
local closest = nil
local shortestDist = AimbotMaxDistance
local myChar = LocalPlayer.Character
local myRoot = myChar and myChar:FindFirstChild("HumanoidRootPart")
if not myRoot then return nil end
for _, plr in ipairs(Players:GetPlayers()) do
-- Check if the enemy is not the local player, is not on the same team, is not in the ignore list,
-- not below the map (Y-coordinate < 0), and is alive
local char = plr.Character
local root = char and char:FindFirstChild("HumanoidRootPart")
if plr ~= LocalPlayer and plr.Team ~= LocalPlayer.Team and not table.find(ignoredUsernames, plr.Name) and root and root.Position.Y >= 0 then
local head = char and char:FindFirstChild("Head")
local humanoid = char and char:FindFirstChildOfClass("Humanoid")
if head and humanoid and humanoid.Health > 0 then
local dist = (head.Position - myRoot.Position).Magnitude
if dist < shortestDist then
shortestDist = dist
closest = head
end
end
end
end
return closest
end
SecondTab:CreateToggle({
Name = "Aimbot",
Info = "Automatically locks onto the nearest enemy.",
CurrentValue = false,
Flag = "AimbotToggle",
Callback = function(Value)
AimbotEnabled = Value
if AimbotConn then AimbotConn:Disconnect() AimbotConn = nil end
if Value then
AimbotConn = RunService.RenderStepped:Connect(function()
if AimbotEnabled then
local target = GetClosestEnemy()
if target then
-- Aim directly at the target
local camera = workspace.CurrentCamera
local targetPosition = target.Position
camera.CFrame = CFrame.new(camera.CFrame.Position, targetPosition)
-- Automatically shoot at the target
ShootAtTarget(target) -- Call to shoot directly at the target
end
end
end)
end
end,
})
-- Function to handle shooting logic to hit the target
local function ShootAtTarget(target)
-- Create a bullet part
local bullet = Instance.new("Part")
bullet.Size = Vector3.new(0.1, 0.1, 1) -- Size of the bullet
bullet.Position = LocalPlayer.Character.HumanoidRootPart.Position + Vector3.new(0, 1, 0) -- Start just above the character
bullet.Anchored = false
bullet.CanCollide = false
bullet.Material = Enum.Material.Neon
bullet.BrickColor = BrickColor.new("Bright red")
bullet.Parent = workspace
-- Calculate the direction to the nearest target
local direction = (target.Position - bullet.Position).unit
bullet.Velocity = direction * 100 -- Set bullet speed (adjust as needed)
-- Optionally, add a lifetime for the bullet
game.Debris:AddItem(bullet, 5) -- Remove bullet after 5 seconds
print("Shooting at target: " .. target.Name)
-- Add additional logic for dealing damage or effects here.
end
SecondTab:CreateSlider({
Name = "Aimbot Max Distance",
Info = "Maximum studs the aimbot will reach",
Range = {50, 2000},
Increment = 50,
Suffix = " studs",
CurrentValue = 1000,
Flag = "AimbotDistance",
Callback = function(Value)
AimbotMaxDistance = Value
end,
})
SecondTab:CreateSlider({
Name = "Aimbot FOV",
Info = "Field of View for Aimbot (degrees)",
Range = {10, 120}, -- Minimum and maximum FOV
Increment = 5,
Suffix = " degrees",
CurrentValue = AimbotFOV,
Flag = "AimbotFOVSlider",
Callback = function(Value)
AimbotFOV = Value
end,
})
-- Add Ignore Usernames UI Element
SecondTab:CreateInput({
Name = "Ignore Username",
PlaceholderText = "Enter the username to ignore",
RemoveTextAfterFocusLost = true,
Callback = function(username)
if username and username ~= "" then
table.insert(ignoredUsernames, username)
print(username .. " has been added to ignore list.")
end
end,
})
-- Remove from Ignore Usernames
SecondTab:CreateInput({
Name = "Remove Ignore Username",
PlaceholderText = "Enter username to remove",
RemoveTextAfterFocusLost = true,
Callback = function(username)
for i = #ignoredUsernames, 1, -1 do
if ignoredUsernames[i] == username then
table.remove(ignoredUsernames, i)
print(username .. " has been removed from ignore list.")
break
end
end
end,
})
-- END OF AIMBOT
local ThirdTab = Window:CreateTab("Graphics", nil)
local Divider = ThirdTab:CreateDivider()
local Paragraph = ThirdTab:CreateParagraph({Title = "FOR THE BEST NIGHT MODE RESULTS PLEASE", Content = ""})
local Paragraph = ThirdTab:CreateParagraph({Title = "Turn on NIGHT MODE AND THEN FULLBRIGHT", Content = ""})
ThirdTab:CreateToggle({
Name = "Fullbright",
CurrentValue = false,
Flag = "FullbrightToggle",
Callback = function(Value)
if Value then
game:GetService("Lighting").Brightness = 2
game:GetService("Lighting").ClockTime = 14
game:GetService("Lighting").FogEnd = 100000
game:GetService("Lighting").GlobalShadows = false
game:GetService("Lighting").OutdoorAmbient = Color3.fromRGB(128, 128, 128)
else
game:GetService("Lighting").Brightness = 1
game:GetService("Lighting").ClockTime = 8
game:GetService("Lighting").FogEnd = 100000
game:GetService("Lighting").GlobalShadows = true
game:GetService("Lighting").OutdoorAmbient = Color3.fromRGB(70, 70, 70)
end
end,
})
-- Toggle State Variables to restore original settings
local originalMaterials = {}
local originalShadows = game.Lighting.GlobalShadows
-- Low Graphics Toggle
local Toggle = ThirdTab:CreateToggle({
Name = "Lowest Graphics Mode",
CurrentValue = false,
Flag = "LowGraphicsToggle",
Callback = function(Value)
if Value then
-- TURN ON LOW GRAPHICS
-- 1. Optimize Lighting and Shadows
game.Lighting.GlobalShadows = false
game.Lighting.FogEnd = 9e9
-- 2. Force smooth plastic material on workspace parts to boost FPS
for _, desc in pairs(workspace:GetDescendants()) do
if desc:IsA("BasePart") and desc.ClassName ~= "Terrain" then
originalMaterials[desc] = desc.Material
desc.Material = Enum.Material.SmoothPlastic
end
end
-- 3. Turn off demanding post-processing effects
for _, fx in pairs(game.Lighting:GetChildren()) do
if fx:IsA("PostEffect") or fx:IsA("BloomEffect") or fx:IsA("BlurEffect") or fx:IsA("SunRaysEffect") or fx:IsA("DepthOfFieldEffect") then
fx.Enabled = false
end
end
else
-- TURN OFF LOW GRAPHICS (Restore Original Settings)
-- 1. Restore Shadows
game.Lighting.GlobalShadows = originalShadows
-- 2. Restore Original Materials
for part, material in pairs(originalMaterials) do
if part and part.Parent then
part.Material = material
end
end
table.clear(originalMaterials)
-- 3. Restore Post-Processing Effects
for _, fx in pairs(game.Lighting:GetChildren()) do
if fx:IsA("PostEffect") or fx:IsA("BloomEffect") or fx:IsA("BlurEffect") or fx:IsA("SunRaysEffect") or fx:IsA("DepthOfFieldEffect") then
fx.Enabled = true
end
end
end
end,
})
local NightToggle = ThirdTab:CreateToggle({
Name = "Night Mode turn on fullbright after night mode",
CurrentValue = false,
Flag = "ForceNightTime",
Callback = function(Value)
-- Disconnect any previous loop to prevent stacking
if _G.NightLoop then
_G.NightLoop:Disconnect()
_G.NightLoop = nil
end
if Value then
-- Set initial midnight settings
game.Lighting.ClockTime = 0
game.Lighting.Ambient = Color3.fromRGB(30, 30, 40) -- Soft dark blue tint
game.Lighting.OutdoorAmbient = Color3.fromRGB(15, 15, 20) -- Darker shadows
-- Loop to constantly freeze time if the server tries to change it
_G.NightLoop = game:GetService("RunService").Heartbeat:Connect(function()
game.Lighting.ClockTime = 0
end)
else
-- Restore standard daytime defaults
game.Lighting.ClockTime = 14 -- 2:00 PM standard time
game.Lighting.Ambient = Color3.fromRGB(128, 128, 128)
game.Lighting.OutdoorAmbient = Color3.fromRGB(128, 128, 128)
end
end,
})
-- Color Vibrance Toggle
ThirdTab:CreateToggle({
Name = "Color Vibrance",
CurrentValue = false,
Flag = "VibranceMode",
Callback = function(Value)
-- Find or create a dedicated ColorCorrection instance for vibrance
local vibranceCorrection = game.Lighting:FindFirstChild("VibranceColorCorrection") or Instance.new("ColorCorrectionEffect")
if Value then
vibranceCorrection.Name = "VibranceColorCorrection"
vibranceCorrection.Saturation = 0.45 -- Strongly enhances and pops all world colors
vibranceCorrection.Contrast = 0.15 -- Slightly deepens the image to keep colors crisp
vibranceCorrection.Brightness = 0.02 -- Minor tint adjustment to keep whites clean
vibranceCorrection.Parent = game.Lighting
else
-- Safely clean up and restore game default visuals
if game.Lighting:FindFirstChild("VibranceColorCorrection") then
game.Lighting.VibranceColorCorrection:Destroy()
end
end
end,
})
-- Realistic Graphics Engine Toggle
ThirdTab:CreateToggle({
Name = "Realistic Mode",
CurrentValue = false,
Flag = "RealisticMode",
Callback = function(Value)
-- Find or create instances for high-end cinematic layering
local colorCorrection = game.Lighting:FindFirstChild("RealColor") or Instance.new("ColorCorrectionEffect")
local bloom = game.Lighting:FindFirstChild("RealBloom") or Instance.new("BloomEffect")
local sunRays = game.Lighting:FindFirstChild("RealSunRays") or Instance.new("SunRaysEffect")
local atmosphere = game.Lighting:FindFirstChild("RealAtmosphere") or Instance.new("Atmosphere")
if Value then
-- 1. Force Advanced Global Illumination & Dynamic Shadows
game.Lighting.Technology = Enum.Technology.Future
game.Lighting.GlobalShadows = true
game.Lighting.Brightness = 2.5
game.Lighting.EnvironmentSpecularScale = 1
game.Lighting.EnvironmentDiffuseScale = 1
-- 2. Color Tone Mapping (Replicates realistic camera sensor values)
colorCorrection.Name = "RealColor"
colorCorrection.Brightness = -0.02 -- Softly curbs overexposed sunlight
colorCorrection.Contrast = 0.18 -- Deepens shadows without losing part textures
colorCorrection.Saturation = 0.08 -- Subtle color pop without looking cartoonish
colorCorrection.TintColor = Color3.fromRGB(255, 250, 245) -- Warm sunlight balance
colorCorrection.Parent = game.Lighting
-- 3. Realistic Light Bleed & Atmosphere
bloom.Name = "RealBloom"
bloom.Intensity = 0.35 -- Soft, natural glare
bloom.Size = 24 -- Smooth blend radius
bloom.Threshold = 0.9 -- Only glows true light sources (sun, neon)
bloom.Parent = game.Lighting
-- 4. Dynamic Volumetric Sun Rays
sunRays.Name = "RealSunRays"
sunRays.Intensity = 0.25 -- Real god-rays shining past corners
sunRays.Spread = 0.7 -- Wide cinematic dispersion
sunRays.Parent = game.Lighting
-- 5. Horizon Air Density (Blends the sky naturally with the world)
atmosphere.Name = "RealAtmosphere"
atmosphere.Density = 0.3 -- Realistic atmospheric air thickness
atmosphere.Offset = 0.25 -- Horizon glare placement
atmosphere.Glare = 1 -- Sun ring scatter effect
atmosphere.Haze = 0.5 -- Soft mountain distance mist
atmosphere.Parent = game.Lighting
else
-- Revert to traditional safe engine defaults
game.Lighting.Technology = Enum.Technology.ShadowMap
game.Lighting.Brightness = 1
game.Lighting.EnvironmentSpecularScale = 0
game.Lighting.EnvironmentDiffuseScale = 0
if game.Lighting:FindFirstChild("RealColor") then game.Lighting.RealColor:Destroy() end
if game.Lighting:FindFirstChild("RealBloom") then game.Lighting.RealBloom:Destroy() end
if game.Lighting:FindFirstChild("RealSunRays") then game.Lighting.RealSunRays:Destroy() end
if game.Lighting:FindFirstChild("RealAtmosphere") then game.Lighting.RealAtmosphere:Destroy() end
end
end,
})
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Changelog
- + Added Graphics tab. Added AimBot distance and smoothness
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