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// ==UserScript== // @name EVERYONE LAGS // @namespace https://openuserjs.org/user/KeineAhnung4u // @version 1.0 // @description Enhance your Craftnite.io gameplay with automatic shooting script // @author KeineAhnung4u // @match https://craftnite.io/* // @grant none // @license MIT // @copyright 2025, KeineAhnung4u (https://openuserjs.org/users/KeineAhnung4u) // ==/UserScript== (function() { 'use strict'; let shootingInterval = null; let isActive = false; document.addEventListener('keydown', function(event) { if (event.key === '+') { isActive = !isActive; // Toggle active/inactive if (!isActive && shootingInterval) { clearInterval(shootingInterval); shootingInterval = null; } } }); document.addEventListener('mousedown', function(event) { if (event.button === 2 && isActive) { // Right-click (button 2) and active if (!shootingInterval) { shootingInterval = setInterval(shootAtAllPlayers, 1); // Run every 1 ms } } }); document.addEventListener('mouseup', function(event) { if (event.button === 2 && shootingInterval) { // When right-click is released clearInterval(shootingInterval); shootingInterval = null; } }); function shootAtAllPlayers() { let me = GAME.a865.player; let players = getOtherPlayers(); // Act as if there are at least 50 players let targetCount = Math.max(players.length, 50); for (let i = 0; i < targetCount; i++) { let playerWorldPosition; if (players[i % players.length] && players[i % players.length].a240) { playerWorldPosition = new THREE.Vector3(); players[i % players.length].a240.getWorldPosition(playerWorldPosition); } else { // Create a random position playerWorldPosition = new THREE.Vector3( me.position.x + Math.random() * 100 - 50, me.position.y + Math.random() * 100 - 50, me.position.z + Math.random() * 100 - 50 ); } sendShootCommand(playerWorldPosition); } } function getOtherPlayers() { // This function returns other players return G.othera822ers.filter(player => player && player.a240); } function sendShootCommand(position) { let me = GAME.a865.player; let direction = new THREE.Vector3(); // Determine target position and calculate bullet direction direction.subVectors(position, me.position).normalize(); direction.multiplyScalar(10); const weaponId = 8; // Weapon ID const bulletId = 9; // Bullet ID try { // Send 25 bullets for (let i = 0; i < 10; i++) { GAME.a865.player.a609(weaponId, bulletId, { headshotMsg: ["boom ", "headshot"], headshotColor: ["rgba(255,0,0,{opacity})", "rgba(255,255,255,{opacity})"] }, false, false, direction); console.log(`Shot command sent to server for position: ${position.x}, ${position.y}, ${position.z}`); } } catch (error) { console.log(`Failed to send shoot command for position: ${position.x}, ${position.y}, ${position.z}: ${error.message}`); } } })();