Frontlines Script

Frontlines is a first-person shooter video game that has been creating a buzz in the gaming community due to its gameplay and arcade-like style. The game, available on the Roblox platform, has gained significant attention for its striking similarity to Call of Duty.

Frontlines features both single-player and multiplayer modes. The single-player campaign follows the story of a soldier, as he participates in various missions across the globe.

While the game’s multiplayer mode is where Frontlines really shines. Players can choose to engage in large-scale battles across a variety of maps.

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One of the standout features of Frontlines is its emphasis on vehicular combat. Players can pilot a variety of vehicles, including tanks, helicopters, and even fighter jets.

READ: How Far Can You Throw Script

However, there is a script available that grants you access to some in-game hacks like ESP boost, aim assist, and many more. Thus, we present this article with a list of the active Frontline script to assist layers in accomplishing in-game quests easily.

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Frontlines Script

READ: Kill Monsters To Save Princess Script

Aimbot, No Recoil

loadstring(game:HttpGet("https://raw.githubusercontent.com/Babyhamsta/RBLX_Scripts/main/Frontlines/Modded_Aimhot.lua", true))()

Silent Aimbot & Aimbot

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loadstring(game:HttpGet(“https://raw.githubusercontent.com/mopsfl/rbxmopshub/main/loader.lua”))()

Wally’s GUI

local services = setmetatable({}, { __index = function(self, key) return game:GetService(key) end })
local client = services.Players.LocalPlayer;

local request = request or http_request
if type(syn) == 'table' and type(syn.request) == 'function' then
request = syn.request
end

local KickClient, LoadFromGithub do
function KickClient(reason)
return client:Kick(reason)
end

local function GetUrl(url)
local response = request({ Url = url, Method = 'GET' })

local success = response.Success;
local body = response.Body;

if not success then
return false, 'Request failed. StatusCode: ' .. response.StatusCode
end

return true, body
end

function LoadFromGithub(owner, repo, file)
local url = 'https://raw.githubusercontent.com/' .. owner .. '/' .. repo .. '/main/' .. file
local success, body = GetUrl(url)

if not success then
return KickClient('Failed to fetch from github. ' .. table.concat({ 'Url:', url, '\n', 'Error:', tostring(body) }))
end

local fn, err = loadstring(body)
if not fn then
return KickClient('Failed to load from github. ' .. table.concat({ 'Url:', url, '\n', 'Error:', tostring(err) }))
end

local results = { pcall(fn) }
local success = table.remove(results, 1)

if not success then
return KickClient('Failed to execute from github. ' .. table.concat({ 'Url:', url, '\n', 'Error:', tostring(results[1]) }))
end

return unpack(results)
end
end

local ESP = LoadFromGithub('Kiriot22', 'ESP-lib', 'ESP.lua')
local UI = LoadFromGithub('wally-rblx', 'LinoriaLib', 'Library.lua')

local ThemeManager = LoadFromGithub('wally-rblx', 'LinoriaLib', 'addons/ThemeManager.lua')
local SaveManager = LoadFromGithub('wally-rblx', 'LinoriaLib', 'addons/SaveManager.lua')

-- Library addons
SaveManager:IgnoreThemeSettings()
ThemeManager:SetLibrary(UI)
ThemeManager:SetFolder('frontlines-cheat')
SaveManager:SetFolder('frontlines-cheat')

-- Utility functions
local globals = getrenv()._G.globals;
local utils = getrenv()._G.utils;
local enums = getrenv()._G.enums;

local event_enum = utils.gbus.EVENT_ENUM

local global_sol_state = globals.gbl_sol_state
local fpv_sol_recoil = globals.fpv_sol_recoil
local fpv_sol_spread = globals.fpv_sol_spread
local fpv_sol_equipment = globals.fpv_sol_equipment
local fpv_sol_multipliers = globals.fpv_sol_multipliers

local sol_state_class = enums.sol_state_class;
local sol_firearm_operation = enums.sol_firearm_operation;
local sol_time_sequence_value = enums.sol_time_sequence_value;

local getCharacter, getTeam, getHealth, getPlayerFromChar do
local function getPlayerSolId(player)
for idx, plr in next, globals.cli_plrs do
if player == plr then
return idx
end
end
end

function getCharacter(player)
local id = getPlayerSolId(player)
if not id then return end

return global_sol_state.r15_models[id]
end

function getTeam(player)
local id = getPlayerSolId(player)
if not id then return end

return globals.cli_teams[id]
end

function getHealth(player)
local id = getPlayerSolId(player)
if not id then return 0 end

local health = globals.gbl_sol_healths[id]
if not health then return 0 end

return health
end

function getPlayerFromChar(character)
for id, model in next, global_sol_state.r15_models do
if model == character then
return globals.cli_plrs[id]
end
end
end
end

-- Aimbot target selection
local aimbot = {} do
local function isInCircle(point, center, radius)
local rX = point.x - center.x
local rY = point.y - center.y

return (rX*rX) + (rY*rY) <= radius*radius
end

local circle = Drawing.new('Circle')
circle.Position = Vector2.new()
circle.Color = Color3.new(1, 1, 1)
circle.Thickness = 1;
circle.NumSides = 24;
circle.Transparency = 1;
circle.Visible = false;

function aimbot.UpdateCircleState(value)
if type(value) == 'number' then circle.Radius = value end
if type(value) == 'boolean' then circle.Visible = value end
if typeof(value) == 'Color3' then circle.Color = value end
end

services.RunService.Heartbeat:Connect(function(dt)
local center = workspace.CurrentCamera.ViewportSize / 2
circle.Position = center

local clientCharacter = getCharacter(client)
local clientHealth = getHealth(client)
local clientTeam = getTeam(client)

if not clientCharacter then return end
if clientHealth <= 0 then return end

local Choices = {}
for _, plr in next, services.Players:GetPlayers() do
if plr == client then continue end

local character = getCharacter(plr)
local health = getHealth(plr)
local team = getTeam(plr)

local bone = character and character:findFirstChild('Head')
if health > 0 and character and team ~= clientTeam and bone then
local pos, vis = workspace.CurrentCamera:WorldToViewportPoint(bone.Position)
if not vis then continue end

local screenPos = Vector2.new(pos.X, pos.Y)
if Toggles.ShowCircle and Toggles.ShowCircle.Value and (not isInCircle(screenPos, center, circle.Radius)) then
continue
end

local distance = math.floor((screenPos - center).magnitude)
table.insert(Choices, {
Player = plr,
Distance = distance,
Character = character,
})
end
end

table.sort(Choices, function(a, b)
return a.Distance < b.Distance
end)

local choice = Choices[1]
if choice then
local plr = choice.Player;

aimbot.target = plr;
ESP.Highlighted = choice.Character
else
aimbot.target = nil;
ESP.Highlighted = nil
end
end)
end

-- visuals
do
ESP:Toggle(false);

ESP.Players = true
ESP.FaceCamera = false;
ESP.TeamMates = false;
ESP.Names = false;
ESP.Tracers = false;
ESP.Boxes = false;

ESP.HighlightColor = Color3.new(1, 1, 1)
ESP.Overrides.GetTeam = getTeam
-- ESP.Overrides.GetPlrFromChar = getPlayerFromChar

function ESP.Overrides.UpdateAllow(self)
if self.Player then
local clientCharacter = getCharacter(client)
local pHealth = getHealth(self.Player)

if not clientCharacter or not clientCharacter.Parent then
return false 
end

if pHealth <= 0 then 
return false 
end
end
return true
end

local function GetTeamColor(self)
local player = self.Player;
local IsSameTeam = ESP:IsTeamMate(player)

if Toggles.HighlightTarget and Toggles.HighlightTarget.Value then
if player == aimbot.target then
return Options.HighlightColor.Value
end
end

if IsSameTeam then return Options.AllyColor.Value end
return Options.EnemyColor.Value
end

for _, plr in next, services.Players:GetPlayers() do
if plr == client then continue end

local character = getCharacter(plr)
if character then
ESP:Add(character, { Name = plr.Name, Player = plr, PrimaryPart = character:WaitForChild('HumanoidRootPart', 10), ColorDynamic = GetTeamColor })
end
end

local function onModelAdded(model)
local plr = getPlayerFromChar(model)
if not plr then return end
if plr == client then return end

ESP:Add(model, { Name = plr.Name, Player = plr, PrimaryPart = model:WaitForChild('HumanoidRootPart', 10), ColorDynamic = GetTeamColor })
end

workspace.ChildAdded:Connect(function(object)
if object.Name == 'r15_rig' then
task.defer(onModelAdded, object)
end
end)
end

-- game modifications
do
local spread = fpv_sol_spread.spread
local attitude_delta = fpv_sol_recoil.attitude_delta

setmetatable(fpv_sol_spread, {
__index = function(self, key)
if key == 'spread' then 
if Toggles.NoSpread and Toggles.NoSpread.Value then return 0 end
return spread
end
return rawget(self, key)
end,
__newindex = function(self, key, value)
if key == 'spread' then spread = value; return end
rawset(self, key, value)
end
})

setmetatable(fpv_sol_recoil, {
__index = function(self, key)
if key == 'attitude_delta' then
if Toggles.NoRecoil and Toggles.NoRecoil.Value then return Vector3.new() end
return attitude_delta
end
return rawget(self, key)
end,
__newindex = function(self, key, value)
if key == 'attitude_delta' then attitude_delta = value; return end
rawset(self, key, value)
end
})

rawset(fpv_sol_spread, 'spread', nil)
rawset(fpv_sol_recoil, 'attitude_delta', nil)

local function ApplyWeaponMods(equipment)
local reload_params = equipment.reload_params
local recoil_params = equipment.recoil_params

local aim_sway_params = equipment.aim_sway_params
local time_sequences = equipment.time_sequences

if not reload_params or not aim_sway_params then return end

local function applyProxyMetatable(tbl, events)
if getmetatable(tbl) then return end

local cache = {}
for key in next, events do
cache[key] = tbl[key]
end

setmetatable(tbl, {
__index = function(self, key)
local fn = events[key]
if fn and cache[key] then
local result = fn(cache[key])
if result then
return result
end
return cache[key]
end
return rawget(self, key)
end,
__newindex = function(self, key, value)
if events[key] then
cache[key] = value
return
end
rawset(self, key, value)
end
})

for key in next, events do
rawset(tbl, key, nil)
end
end

local function SpoofReloadTime(old)
if Toggles.NoReload and Toggles.NoReload.Value then 
return 0.01
end
end

local function SpoofReloadVector(old)
if Toggles.NoReload and Toggles.NoReload.Value then 
return { Vector3.new(0, sol_time_sequence_value.AMMO_IN), Vector3.new(0.01, sol_time_sequence_value.END), }
end
end

local function SpoofFireRate(old)
if Toggles.FastFire and Toggles.FastFire.Value then
return old * Options.FastFireMult.Value
end
end

applyProxyMetatable(reload_params, {
dry_reload_duration = SpoofReloadTime,
tac_reload_duration = SpoofReloadTime,
})

applyProxyMetatable(time_sequences, {
[Vector3.new(sol_state_class.FIREARM_OPERATION, sol_firearm_operation.TAC_RELOAD)] = SpoofReloadVector,
[Vector3.new(sol_state_class.FIREARM_OPERATION, sol_firearm_operation.DRY_RELOAD)] = SpoofReloadVector,

[Vector3.new(sol_state_class.FIREARM_OPERATION, sol_firearm_operation.TAC_RELOAD_START)] = SpoofReloadVector,
[Vector3.new(sol_state_class.FIREARM_OPERATION, sol_firearm_operation.DRY_RELOAD_START)] = SpoofReloadVector,

[Vector3.new(sol_state_class.FIREARM_OPERATION, sol_firearm_operation.RELOAD_INCR)] = SpoofReloadVector,
[Vector3.new(sol_state_class.FIREARM_OPERATION, sol_firearm_operation.RELOAD_END)] = SpoofReloadVector,
})

applyProxyMetatable(fpv_sol_multipliers, {
fire_rate = SpoofFireRate,
})
end

if fpv_sol_equipment.curr_equipment then
ApplyWeaponMods(fpv_sol_equipment.curr_equipment)
end

local friendly_params
local enemy_params

local OldTrigEvent = nil
local function TrigEventProxy(event, ...) 
local args = { ... }

if event == event_enum.FPV_SOL_BULLET_SPAWN then
local stack = debug.getstack(3)

local discharge_params = nil
for idx, obj in next, stack do
if type(obj) == 'table' and type(rawget(obj, 'fire_params')) == 'table' then 
discharge_params = obj;
break
end
end

if Toggles.SilentAim.Value and aimbot.target and discharge_params then
local character = getCharacter(aimbot.target)
local bone = character and character:findFirstChild('Head')

if bone then
local fire_params = discharge_params.fire_params
local fire_multipliers = discharge_params.fire_multipliers
local velocity = fire_params.muzzle_velocity * fire_multipliers.muzzle_velocity;
local velocity_mult = Toggles.BulletVelocity.Value and Options.BulletVelocityMult.Value or 1

args[4] = CFrame.lookAt(args[3], bone.CFrame.p).lookVector * (velocity * velocity_mult)
end
end

if friendly_params and enemy_params then
friendly_params.FilterDescendantsInstances = Toggles.Wallbang.Value and { workspace:findFirstChild('workspace') } or {}
enemy_params.FilterDescendantsInstances = Toggles.Wallbang.Value and { workspace:findFirstChild('workspace') } or {}
end
elseif event == event_enum.FPV_SOL_EQUIP then
ApplyWeaponMods(fpv_sol_equipment.curr_equipment)
end

return OldTrigEvent(event, unpack(args))
end

OldTrigEvent = hookfunction(utils.gbus.trig_event, function(...)
return TrigEventProxy(...)
end)

-- hookfunction didn't work here :(
local OldEvalUdho = utils.math_util.eval_udho
local function EvalUdhoProxy(...)
if Toggles.NoRecoil and Toggles.NoRecoil.Value and debug.info(2, 's'):find('recoil_anim') then
return 0, 0
end
return OldEvalUdho(...)
end
utils.math_util.eval_udho = EvalUdhoProxy

local spawn_bullet = nil;

for _, fn in next, getgc() do
if type(fn) == 'function' then 
if islclosure(fn) and (not is_synapse_function(fn)) then
local upvalues = getupvalues(fn)
for _, upv in next, upvalues do
if upv == OldEvalUdho then
setupvalue(fn, _, EvalUdhoProxy)
end
end

if getinfo(fn).name == 'spawn_bullet' then
spawn_bullet = fn
end
end
end
end

if spawn_bullet then
friendly_params = getupvalue(spawn_bullet, 5)
enemy_params = getupvalue(spawn_bullet, 7)
end
end

local window = UI:CreateWindow('Frontlines') do
local tMain = window:AddTab('Main')

local gAimbot = tMain:AddLeftGroupbox('Silent aim')
local gVisuals = tMain:AddRightGroupbox('Visuals')

do
gAimbot:AddToggle('SilentAim', { Text = 'Silent aim' })
gAimbot:AddToggle('Wallbang', { Text = 'Wallbang' })

gAimbot:AddToggle('ShowCircle', { Text = 'Show circle' }):AddColorPicker('CircleColor', { Default = Color3.new(1, 1, 1) })
gAimbot:AddSlider('CircleRadius', { Text = 'Circle radius', Min = 0, Max = 300, Default = 0, Rounding = 0 })
gAimbot:AddToggle('HighlightTarget', { Text = 'Highlight target' }):AddColorPicker('HighlightColor', { Default = Color3.new(1, 1, 1) })

gVisuals:AddToggle('ESPEnabled', { Text = 'Enabled' })
gVisuals:AddDropdown('ESPFlags', { Text = 'ESP Flags', Multi = true, Values = { 'Names', 'Boxes', 'Tracers', } })
gVisuals:AddDropdown('ESPOptions', { Text = 'ESP Options', Multi = true, Values = { 'Show team', 'Face camera' } })

gVisuals:AddLabel('Player colors')
:AddColorPicker('AllyColor', { Default = Color3.fromRGB(0, 255, 140), Title = 'Ally color' })
:AddColorPicker('EnemyColor', { Default = Color3.fromRGB(255, 25, 25), Title = 'Enemy color' });

Toggles.ShowCircle:OnChanged(function() aimbot.UpdateCircleState(Toggles.ShowCircle.Value) end)
Options.CircleColor:OnChanged(function() aimbot.UpdateCircleState(Options.CircleColor.Value) end)
Options.CircleRadius:OnChanged(function() aimbot.UpdateCircleState(Options.CircleRadius.Value) end)

Toggles.ESPEnabled:OnChanged(function() ESP:Toggle(Toggles.ESPEnabled.Value) end)
Options.ESPFlags:OnChanged(function()
local map = Options.ESPFlags.Value

ESP.Names = map.Names or false
ESP.Boxes = map.Boxes or false
ESP.Tracers = map.Tracers or false
end)

Options.ESPOptions:OnChanged(function()
local map = Options.ESPOptions.Value

ESP.FaceCamera = map['Face camera'] or false
ESP.TeamMates = map['Show team'] or false
end)
end

local gModifications = tMain:AddLeftTabbox()
local tWeapons = gModifications:AddTab('Weapons')

do
tWeapons:AddToggle('NoSpread', { Text = 'No spread' })
tWeapons:AddToggle('NoRecoil', { Text = 'No recoil' })
tWeapons:AddToggle('NoReload', { Text = 'Instant reload' })
tWeapons:AddToggle('FastFire', { Text = 'Fire rate' })
tWeapons:AddSlider('FastFireMult', { Text = 'Fire rate multiplier', Min = 1, Max = 2, Rounding = 1, Default = 1 })

tWeapons:AddToggle('BulletVelocity', { Text = 'Increased bullet velocity' })
tWeapons:AddSlider('BulletVelocityMult', { Text = 'Velocity multiplier', Min = 1, Max = 2, Rounding = 1, Default = 1 })
end

local tSettings = window:AddTab('UI Settings') do
ThemeManager:ApplyToTab(tSettings)

local tSaveSettings = tSettings:AddRightGroupbox('Save settings')
local tCredits = tSettings:AddRightGroupbox('Credits')

tSaveSettings:AddButton('Save settings', function()
if SaveManager:Save('Default') then
UI:Notify('Saved settings!', 2)
else
UI:Notify('Failed to save settings', 2)
end
end)
tSaveSettings:AddButton('Load settings', function()
if SaveManager:Load('Default') then
UI:Notify('Loaded settings!', 2)
else
UI:Notify('Failed to save settings', 2)
end
end)

tCredits:AddLabel('wally - Script')
tCredits:AddLabel('Inori - UI library')
tCredits:AddLabel('Kiriot22 - ESP library')

tCredits:AddButton('Copy discord invite', function()
if pcall(setclipboard, 'https://wally.cool/discord') then
UI:Notify('Copied discord invite!', 3)
else
UI:Notify('Failed to copy discord invite!', 3)
end
end)
end
end

UI:Notify('Frontlines script loaded!', 3)
UI:Notify('Press RightControl to open the menu!', 3)

Features Of Frontlines Script

  • ESP
  • Chams
  • Aim assist
  • No Spread
  • Silent aim
  • No recoil
  • And much more.

How To Use The Frontlines Script

Follow the step-by-step guide below to execute and use the Frontlines script…

  • Firstly, launch the game on Roblox and start to play.
  • Launch your Roblox script executor. If you don’t have one, download one.
  • Copy and paste the Script provided in our list into the textbox.
  • Click on “Submit” or Execute and enjoy your game.

In Conclusion

Like Call of Duty, Frontlines is a solid first-person shooter with a unique setting and engaging multiplayer. And with the script provided above, players are expected to have fun beyond their imagination.

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However, it is important to know that the script provided above is only supported by Synapse X, Script-Ware, Arsenal, and Phantom Forces. And you can get them for as low as $20.

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