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Abort Abort If Abort If Condition Is False Abort If Condition Is True Add Health Pool To Player Allow Button Apply Impulse Attach Players Big Message Break Call Subroutine Cancel Primary Action Chase Global Variable At Rate Chase Global Variable Over Time Chase Player Variable At Rate Chase Player Variable Over Time Clear Status Communicate Continue Create Beam Effect Create Dummy Bot Create Effect Create HUD Text Create Homing Projectile Create Icon Create In-World Text Create Progress Bar HUD Text Create Progress Bar In-World Text Create Projectile Create Projectile Effect Damage Declare Match Draw Declare Player Victory Declare Round Draw Declare Round Victory Declare Team Victory Destroy All Dummy Bots Destroy All Effects Destroy All HUD Text Destroy All Icons Destroy All In-World Text Destroy All Progress Bar HUD Text Destroy All Progress Bar In-World Text Destroy Dummy Bot Destroy Effect Destroy HUD Text Destroy Icon Destroy In-World Text Destroy Progress Bar HUD Text Destroy Progress Bar In-World Text Detach Players Disable Built-In Game Mode Announcer Disable Built-In Game Mode Completion Disable Built-In Game Mode Music Disable Built-In Game Mode Respawning Disable Built-In Game Mode Scoring Disable Death Spectate All Players Disable Death Spectate Target HUD Disable Game Mode HUD Disable Game Mode In-World UI Disable Hero HUD Disable Inspector Recording Disable Kill Feed Disable Messages Disable Movement Collision With Environment Disable Movement Collision With Players Disable Nameplates Disable Scoreboard Disable Text Chat Disable Voice Chat Disallow Button Else Else If Enable Built-In Game Mode Announcer Enable Built-In Game Mode Completion Enable Built-In Game Mode Music Enable Built-In Game Mode Respawning Enable Built-In Game Mode Scoring Enable Death Spectate All Players Enable Death Spectate Target HUD Enable Game Mode HUD Enable Game Mode In-World UI Enable Hero HUD Enable Inspector Recording Enable Kill Feed Enable Messages Enable Movement Collision With Environment Enable Movement Collision With Players Enable Nameplates Enable Scoreboard Enable Text Chat Enable Voice Chat End For Global Variable For Player Variable Go To Assemble Heroes Heal If Kill Log To Inspector Loop Loop If Loop If Condition Is False Loop If Condition Is True Modify Global Variable Modify Global Variable At Index Modify Player Score Modify Player Variable Modify Player Variable At Index Modify Team Score Move Player To Team Pause Match Time Play Effect Preload Hero Press Button Remove All Health Pools From Player Remove Health Pool From Player Remove Player Reset Player Hero Availability Respawn Restart Match Resurrect Return To Lobby Set Ability 1 Enabled Set Ability 2 Enabled Set Ability Charge Set Ability Cooldown Set Ability Resource Set Aim Speed Set Ammo Set Crouch Enabled Set Damage Dealt Set Damage Received Set Environment Credit Player Set Facing Set Global Variable Set Global Variable At Index Set Gravity Set Healing Dealt Set Healing Received Set Invisible Set Jump Enabled Set Jump Vertical Speed Set Knockback Dealt Set Knockback Received Set Match Time Set Max Ammo Set Max Health Set Melee Enabled Set Move Speed Set Objective Description Set Player Allowed Heroes Set Player Health Set Player Score Set Player Variable Set Player Variable At Index Set Primary Fire Enabled Set Projectile Gravity Set Projectile Speed Set Reload Enabled Set Respawn Max Time Set Secondary Fire Enabled Set Slow Motion Set Status Set Team Score Set Ultimate Ability Enabled Set Ultimate Charge Set Weapon Skip Skip If Small Message Start Accelerating Start Assist Start Camera Start Damage Modification Start Damage Over Time Start Facing Start Forcing Dummy Bot Name Start Forcing Player Outlines Start Forcing Player Position Start Forcing Player To Be Hero Start Forcing Spawn Room Start Forcing Throttle Start Game Mode Start Heal Over Time Start Healing Modification Start Holding Button Start Modifying Hero Voice Lines Start Rule Start Scaling Barriers Start Scaling Player Start Throttle In Direction Start Transforming Throttle Stop Accelerating Stop All Assists Stop All Damage Modifications Stop All Damage Over Time Stop All Heal Over Time Stop All Healing Modifications Stop Assist Stop Camera Stop Chasing Global Variable Stop Chasing Player Variable Stop Damage Modification Stop Damage Over Time Stop Facing Stop Forcing Dummy Bot Name Stop Forcing Player Outlines Stop Forcing Player Position Stop Forcing Player To Be Hero Stop Forcing Spawn Room Stop Forcing Throttle Stop Heal Over Time Stop Healing Modification Stop Holding Button Stop Modifying Hero Voice Lines Stop Scaling Barriers Stop Scaling Player Stop Throttle In Direction Stop Transforming Throttle Teleport Unpause Match Time Wait Wait Until While
Ability Charge Ability Cooldown Ability Icon String Ability Resource Absolute Value Add All Damage Heroes All Dead Players All Heroes All Living Players All Players All Players Not On Objective All Players On Objective All Support Heroes All Tank Heroes Allowed Heroes Altitude Of Ammo And Angle Between Vectors Angle Difference Append To Array Arccosine In Degrees Arccosine In Radians Arcsine In Degrees Arcsine In Radians Arctangent In Degrees Arctangent In Radians Array Array Contains Array Slice Assist Count Attacker Backward Button Char In String Closest Player To Color Compare Control Mode Scoring Percentage Control Mode Scoring Team Cosine From Degrees Cosine From Radians Count Of Cross Product Current Array Element Current Array Index Current Game Mode Current Map Custom Color Custom String Damage Modification Count Damage Over Time Count Direction From Angles Direction Towards Distance Between Divide Dot Product Down Empty Array Entity Count Entity Exists Evaluate Once Event Ability Event Damage Event Direction Event Healing Event Player Event Was Critical Hit Event Was Environment Event Was Health Pack Eye Position Facing Direction Of False Farthest Player From Filtered Array First Of Flag Position Forward Game Mode Global Global Variable Has Spawned Has Status Heal Over Time Count Healee Healer Healing Modification Count Health Health Of Type Hero Hero Being Duplicated Hero Icon String Hero Of Horizontal Angle From Direction Horizontal Angle Towards Horizontal Facing Angle Of Horizontal Speed Of Host Player Icon String If-Then-Else Index Of Array Value Index Of String Char Input Binding String Is Alive Is Assembling Heroes Is Between Rounds Is Button Held Is CTF Mode In Sudden Death Is Communicating Is Communicating Any Is Communicating Any Emote Is Communicating Any Spray Is Communicating Any Voice line Is Control Mode Point Locked Is Crouching Is Dead Is Dummy Bot Is Duplicating Is Firing Primary Is Firing Secondary Is Flag At Base Is Flag Being Carried Is Game In Progress Is Hero Being Played Is In Air Is In Alternate Form Is In Line of Sight Is In Setup Is In Spawn Room Is In View Angle Is Jumping Is Match Complete Is Meleeing Is Moving Is Objective Complete Is On Ground Is On Objective Is On Wall Is Portrait On Fire Is Reloading Is Standing Is Team On Defense Is Team On Offense Is True For All Is True For Any Is Using Ability 1 Is Using Ability 2 Is Using Ultimate Is Waiting For Players Last Assist ID Last Created Entity Last Created Health Pool Last Damage Modification ID Last Damage Over Time ID Last Heal Over Time ID Last Healing Modification ID Last Of Last Text ID Left Local Player Local Vector Of Magnitude Of Map Mapped Array Match Round Match Time Max Max Ammo Max Health Max Health of Type Min Modulo Multiply Nearest Walkable Position Normalize Normalized Health Not Null Number of Dead Players Number of Deaths Number of Eliminations Number of Final Blows Number of Heroes Number of Living Players Number of Players Number of Players On Objective Number of Slots Objective Index Objective Position Opposite Team Of Or Payload Position Payload Progress Percentage Player Carrying Flag Player Closest To Reticle Player Hero Stat Player Stat Player Variable Players In Slot Players On Hero Players Within Radius Players in View Angle Point Capture Percentage Position Of Raise To Power Random Integer Random Real Random Value In Array Randomized Array Ray Cast Hit Normal Ray Cast Hit Player Ray Cast Hit Position Remove From Array Right Round To Integer Score Of Server Load Server Load Average Server Load Peak Sine From Degrees Sine From Radians Slot Of Sorted Array Spawn Points Speed Of Speed Of In Direction Square Root String String Contains String Length String Replace String Slice String Split Subtract Tangent From Degrees Tangent From Radians Team Of Team Score Text Count Throttle Of Total Time Elapsed True Ultimate Charge Percent Up Update Every Frame Value In Array Vector Vector Towards Velocity Of Vertical Angle From Direction Vertical Angle Towards Vertical Facing Angle Of Vertical Speed Of Victim Weapon Workshop Setting Combo Workshop Setting Hero Workshop Setting Integer Workshop Setting Real Workshop Setting Toggle World Vector Of X Component Of Y Component Of Z Component Of

Advanced Aimbot Last updated December 13, 2023

Whether you use this for a prank on your friend or an AI (AI's what I mainly make), this aimbot will help with what most won't.

Most will just do facing towards eye position, sometimes they don't even have update every frame.

What I have is update every frame with projectile leading and arcing for not only the primary but every ability. All it needs is a couple of large global arrays.

variables
{
    global:
        0: All_Heros
        1: Primary_Speed
        2: Secondary_Speed
        3: Ability1_Speed
        4: Ability2_Speed
        5: Primary_Arc
        6: Secondary_Arc
        7: Ability1_Arc
        8: Ability2_Arc
}

actions
{
    Global.All_Heros = Array(Hero(Ana), Hero(Ashe), Hero(Baptiste), Hero(Bastion), Hero(Brigitte), Hero(Cassidy), Hero(D.Va), Hero(
        Doomfist), Hero(Echo), Hero(Genji), Hero(Hanzo), Hero(Illari), Hero(Junker Queen), Hero(Junkrat), Hero(Kiriko), Hero(
        Lifeweaver), Hero(Lúcio), Hero(Mauga), Hero(Mei), Hero(Mercy), Hero(Moira), Hero(Orisa), Hero(Pharah), Hero(Ramattra), Hero(
        Reaper), Hero(Reinhardt), Hero(Roadhog), Hero(Sigma), Hero(Soldier: 76), Hero(Sombra), Hero(Sojourn), Hero(Symmetra), Hero(
        Torbjörn), Hero(Tracer), Hero(Widowmaker), Hero(Winston), Hero(Wrecking Ball), Hero(Zarya), Hero(Zenyatta));
    Global.Primary_Speed = Array(90, 125, 500, 500, 500, 500, 500, 500, 80, 75, 60, 500, 110, 500, 25, 20, 500, 50, 500, 500, 50, 500,
        90, 35, 80, 500, 500, 60, 50, 500, 500, 160, 500, 70, 500, 500, 500, 500, 500);
    Global.Secondary_Speed = Array(0, 0, 60, 40, 0, 0, 0, 44, 50, 60, 110, 0, 30, 25, 90, 70, 0, 115, 500, 50, 0, 25, 35, 80, 0, 0, 80,
        50, 50, 0, 0, 25, 120, 0, 0, 0, 0, 25, 90);
    Global.Ability1_Speed = Array(60, 0, 0, 0, 80, 0, 0, 30, 0, 50, 0, 0, 0, 25, 90, 70, 0, 0, 0, 0, 0, 0, 0, 105, 0, 17, 40, 50, 0, 0,
        160, 0, 70, 0, 0, 30, 0, 0, 0);
    Global.Ability2_Speed = Array(30, 25, 0, 40, 0, 20, 40, 80, 0, 0, 110, 20, 0, 25, 90, 70, 50, 0, 0, 50, 0, 0, 60, 30, 0, 25, 60,
        50, 0, 0, 160, 0, 70, 0, 20, 0, 0, 0, 0);
    Global.Primary_Arc = Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -0.020, 0, 0, -0.400, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
        0, -0.050, 0, 0, 0, 0, 0, 0);
    Global.Secondary_Arc = Array(0, 0, 0, -0.150, 0, 0, 0, 0, 0, 0, 0, 0, -0.150, 0, 0, 0, 0, 0, 0, 0, 0, -0.030, 0, 0, 0, 0, 0, 0, 0,
        0, 0, 0, 0, 0, 0, 0, 0, -0.300, 0);
    Global.Ability1_Arc = Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -0.500, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
        0, 0, 0, 0, 0, 0);
    Global.Ability2_Arc = Array(-0.300, -0.300, 0, 0, 0, -0.450, 0, 0, 0, 0, 0, -0.300, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -0.250, 0, 0,
        0, -0.250, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
}

Now, some of these abilities won't work. However, that's because of them casting instantly, so if you're making AI, that's not even an issue.

Now that you have your values, you need your target!

variables
{
    global:
        10: Aimbot_Settings

    player:
        0: Target
        1: Targets
}

actions
{
    Event Player.Targets = Filtered Array(All Living Players(Opposite Team Of(Team Of(Event Player))), (Is In Line of Sight(
        Eye Position(Event Player), Eye Position(Current Array Element), Barriers Do Not Block LOS) && (
        Global.Aimbot_Settings[0] == False || Is In View Angle(Event Player, Eye Position(Current Array Element),
        Global.Aimbot_Settings[1]))) || (Global.Aimbot_Settings[2] == False));
    Event Player.Targets = Filtered Array(Event Player.Targets, (Is Duplicating(Current Array Element) ? Hero Being Duplicated(
        Current Array Element) : Hero Of(Current Array Element)) != Hero(Sombra) || !Is Using Ability 1(Current Array Element)
        || Is Firing Secondary(Current Array Element));
    Event Player.Targets = Filtered Array(Event Player.Targets, !(Health(Current Array Element) == 1 && Has Status(
        Current Array Element, Unkillable)) && !Has Status(Current Array Element, Invincible) && !Has Status(Current Array Element,
        Phased Out) && !Is In Spawn Room(Current Array Element));
    Event Player.Targets = Filtered Array(Event Player.Targets, (Is Duplicating(Current Array Element) ? Hero Being Duplicated(
        Current Array Element) : Hero Of(Current Array Element)) != Hero(D.Va) || !Is Firing Secondary(Current Array Element)
        || !Is In View Angle(Current Array Element, Eye Position(Event Player), 45));
    Event Player.Targets = Filtered Array(Event Player.Targets, (Is Duplicating(Current Array Element) ? Hero Being Duplicated(
        Current Array Element) : Hero Of(Current Array Element)) != Hero(Genji) || !Is Using Ability 2(Current Array Element)
        || !Is In View Angle(Current Array Element, Eye Position(Event Player), 45));
    Event Player.Targets = Filtered Array(Event Player.Targets, (Is Duplicating(Current Array Element) ? Hero Being Duplicated(
        Current Array Element) : Hero Of(Current Array Element)) != Hero(Orisa) || !Is Using Ability 2(Current Array Element)
        || !Is In View Angle(Current Array Element, Eye Position(Event Player), 45));
    Event Player.Targets = Filtered Array(Event Player.Targets, (Is Duplicating(Current Array Element) ? Hero Being Duplicated(
        Current Array Element) : Hero Of(Current Array Element)) != Hero(Sigma) || !Is Using Ability 1(Current Array Element)
        || !Is In View Angle(Current Array Element, Eye Position(Event Player), 45));
    Event Player.Targets = Filtered Array(Event Player.Targets, (Is Duplicating(Current Array Element) ? Hero Being Duplicated(
        Current Array Element) : Hero Of(Current Array Element)) != Hero(Doomfist) || !Is Using Ultimate(Current Array Element));
    Event Player.Targets = Filtered Array(Event Player.Targets, (Is Duplicating(Current Array Element) ? Hero Being Duplicated(
        Current Array Element) : Hero Of(Current Array Element)) != Hero(Mei) || !Is Using Ability 1(Current Array Element));
    Event Player.Targets = Filtered Array(Event Player.Targets, (Is Duplicating(Current Array Element) ? Hero Being Duplicated(
        Current Array Element) : Hero Of(Current Array Element)) != Hero(Moira) || !Is Using Ability 1(Current Array Element));
    Event Player.Targets = Filtered Array(Event Player.Targets, (Is Duplicating(Current Array Element) ? Hero Being Duplicated(
        Current Array Element) : Hero Of(Current Array Element)) != Hero(Reaper) || !Is Using Ability 1(Current Array Element));
    Event Player.Targets = Filtered Array(Event Player.Targets, (Is Duplicating(Current Array Element) ? Hero Being Duplicated(
        Current Array Element) : Hero Of(Current Array Element)) != Hero(Tracer) || !Is Using Ability 2(Current Array Element));
    Event Player.Targets = Filtered Array(Event Player.Targets, (Is Duplicating(Current Array Element) ? Hero Being Duplicated(
        Current Array Element) : Hero Of(Current Array Element)) != Hero(Zenyatta) || !Is Using Ultimate(Current Array Element));
    Event Player.Targets = Sorted Array(Event Player.Targets, Distance Between(Current Array Element, Eye Position(Event Player)
        + Facing Direction Of(Event Player) * Distance Between(Event Player, Current Array Element)) * (Is In Line of Sight(
        Eye Position(Event Player), Eye Position(Current Array Element), Enemy Barriers Block LOS) ? 1 : 10));
    Event Player.Target = First Of(Event Player.Targets);
    Wait(0.250, Ignore Condition);
    Loop If Condition Is True;
}

It's about time you get the start facing itself.

variables
{
    player:
        0: Target
        2: Projectile_Speed
        3: Projectile_Arc
}

actions
{
    Start Facing(Event Player, Update Every Frame(Direction From Angles(Horizontal Angle From Direction(Direction Towards(Eye Position(
        Event Player), Eye Position(Event Player.Target) + Velocity Of(Event Player.Target) * (Distance Between(Eye Position(
        Event Player), Eye Position(Event Player.Target)) / Event Player.Projectile_Speed))), Vertical Angle From Direction(
        Direction Towards(Eye Position(Event Player), Eye Position(Event Player.Target) - Vector(0, 0.100, 0))) + Distance Between(
        Eye Position(Event Player), Eye Position(Event Player.Target)) * Event Player.Projectile_Arc)), 325, To World,
        Direction and Turn Rate);
}

Now, all you need is a script to change the values to the appropriate ones from the global arrays.

variables
{
    global:
        0: All_Heros
        1: Primary_Speed
        2: Secondary_Speed
        4: Ability1_Speed
        5: Ability2_Speed
        6: Primary_Arc
        7: Secondary_Arc
        8: Ability1_Arc
        9: Ability2_Arc

    player:
        2: Projectile_Speed
        3: Projectile_Arc
}

rule("Set Projectile Primary")
{
    event
    {
        Ongoing - Each Player;
        All;
        All;
    }

    conditions
    {
        Is Button Held(Event Player, Button(Primary Fire)) == True;
        (((Is Duplicating(Event Player) ? Hero Being Duplicated(Event Player) : Hero Of(Event Player)) != Hero(Ramattra)
            || !Is In Alternate Form(Event Player)) && (Is True For All(Array(Hero(Ana), Hero(Ashe), Hero(Widowmaker)), (Is Duplicating(
            Event Player) ? Hero Being Duplicated(Event Player) : Hero Of(Event Player)) != Current Array Element) || !Is Firing Secondary(
            Event Player))) == True;
        (Event Player.Projectile_Speed != Global.Primary_Speed[Index Of Array Value(Global.All_Heros, Is Duplicating(Event Player)
            ? Hero Being Duplicated(Event Player) : Hero Of(Event Player))
            ] || Event Player.Projectile_Arc != Global.Primary_Arc[Index Of Array Value(Global.All_Heros, Is Duplicating(Event Player)
            ? Hero Being Duplicated(Event Player) : Hero Of(Event Player))]) == True;
    }

    actions
    {
        Event Player.Projectile_Speed = Global.Primary_Speed[Index Of Array Value(Global.All_Heros, Is Duplicating(Event Player)
            ? Hero Being Duplicated(Event Player) : Hero Of(Event Player))];
        Event Player.Projectile_Arc = Global.Primary_Arc[Index Of Array Value(Global.All_Heros, Is Duplicating(Event Player)
            ? Hero Being Duplicated(Event Player) : Hero Of(Event Player))];
    }
}

rule("Projectile Secondary")
{
    event
    {
        Ongoing - Each Player;
        All;
        All;
    }

    conditions
    {
        Is Alive(Event Player) == True;
        Is Button Held(Event Player, Button(Secondary Fire)) == True;
        (Event Player.Projectile_Speed != Global.Secondary_Speed[Index Of Array Value(Global.All_Heros, Is Duplicating(Event Player)
            ? Hero Being Duplicated(Event Player) : Hero Of(Event Player))
            ] || Event Player.Projectile_Arc != Global.Secondary_Arc[Index Of Array Value(Global.All_Heros, Is Duplicating(Event Player)
            ? Hero Being Duplicated(Event Player) : Hero Of(Event Player))]) == True;
    }

    actions
    {
        Event Player.Projectile_Speed = Global.Secondary_Speed[Index Of Array Value(Global.All_Heros, Is Duplicating(Event Player)
            ? Hero Being Duplicated(Event Player) : Hero Of(Event Player))];
        Event Player.Projectile_Arc = Global.Secondary_Arc[Index Of Array Value(Global.All_Heros, Is Duplicating(Event Player)
            ? Hero Being Duplicated(Event Player) : Hero Of(Event Player))];
    }
}

rule("Projectile Ability 1")
{
    event
    {
        Ongoing - Each Player;
        All;
        All;
    }

    conditions
    {
        Is Button Held(Event Player, Button(Ability 1)) == True;
        (Event Player.Projectile_Speed != Global.Ability1_Speed[Index Of Array Value(Global.All_Heros, Is Duplicating(Event Player)
            ? Hero Being Duplicated(Event Player) : Hero Of(Event Player))
            ] || Event Player.Projectile_Arc != Global.Ability1_Arc[Index Of Array Value(Global.All_Heros, Is Duplicating(Event Player)
            ? Hero Being Duplicated(Event Player) : Hero Of(Event Player))]) == True;
    }

    actions
    {
        Event Player.Projectile_Speed = Global.Ability1_Speed[Index Of Array Value(Global.All_Heros, Is Duplicating(Event Player)
            ? Hero Being Duplicated(Event Player) : Hero Of(Event Player))];
        Event Player.Projectile_Arc = Global.Ability1_Arc[Index Of Array Value(Global.All_Heros, Is Duplicating(Event Player)
            ? Hero Being Duplicated(Event Player) : Hero Of(Event Player))];
    }
}

rule("Projectile Ability 2")
{
    event
    {
        Ongoing - Each Player;
        All;
        All;
    }

    conditions
    {
        Is Button Held(Event Player, Button(Ability 2)) == True;
        (Event Player.Projectile_Speed != Global.Ability2_Speed[Index Of Array Value(Global.All_Heros, Is Duplicating(Event Player)
            ? Hero Being Duplicated(Event Player) : Hero Of(Event Player))
            ] || Event Player.Projectile_Arc != Global.Ability2_Arc[Index Of Array Value(Global.All_Heros, Is Duplicating(Event Player)
            ? Hero Being Duplicated(Event Player) : Hero Of(Event Player))]) == True;
    }

    actions
    {
        Event Player.Projectile_Speed = Global.Ability2_Speed[Index Of Array Value(Global.All_Heros, Is Duplicating(Event Player)
            ? Hero Being Duplicated(Event Player) : Hero Of(Event Player))];
        Event Player.Projectile_Arc = Global.Ability2_Arc[Index Of Array Value(Global.All_Heros, Is Duplicating(Event Player)
            ? Hero Being Duplicated(Event Player) : Hero Of(Event Player))];
    }
}

And that should do it! You're all set up for any aimbotting you need to do in the workshop!

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