
One of the best scripts for the new Operation One game from the Roblox universe with Aim Assist, ESP, FOV & Hitbox Tools, and many other features. You can copy the script code without a key directly from this page and use this script on any device (PC, Mobile) without any restrictions. This is a first-class script that will add more gaming opportunities and make you the number one player on the game server. Your friends will be amazed.
Operation One is not your typical run-and-gun shooter, but rather an intense 4v4 tactical game where sound, positioning, and timing are everything. This script is designed to increase awareness and accuracy without compromising gameplay.
Operation One Scripts Roblox
Operation One Script | ESP, Aimbot, Slient Aim
loadstring(game:HttpGet("https://api.jnkie.com/api/v1/luascripts/public/0776192d21d6a5f0cff1a86dbefef52b395249bbe591adad625441a872f1eee2/download"))()Script ESP (No Key, Open Source) for Operation One
--[[
edit these variables to toggle the visuals
example:
local boxes = true will enable the boxes
local boxes = false will disable the boxes
local skeletons = true will enable the skeletons
local skeletons = false will disable the skeletons
]]--
local boxes = true
local skeletons = false
--[[
begin main script
]]--
local pi = math.pi -- pi 😂 (those who know)
-- check for shitty executors
local cloneref_support = cloneref ~= nil
local gethui_support = gethui ~= nil
local runservice = cloneref_support and cloneref(game:GetService("RunService")) or game:GetService("RunService")
local bones = {
{ "torso", "head" },
{ "torso", "shoulder1" }, { "torso", "shoulder2" },
{ "shoulder1", "arm1" }, { "shoulder2", "arm2" },
{ "torso", "hip1" }, { "torso", "hip2" },
{ "hip1", "leg1" }, { "hip2", "leg2" },
}
local required_bones = { "torso", "head", "shoulder1", "shoulder2", "arm1", "arm2", "hip1", "hip2", "leg1", "leg2" }
local esp_list = {}
local skeleton_list = {}
local viewmodels = workspace:FindFirstChild("Viewmodels")
local camera = workspace.CurrentCamera
-- refresh camera cache (i dont think opone does this but js in case)
workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function()
camera = workspace.CurrentCamera
end)
-- pro
local teammate_highlights = {}
workspace.ChildAdded:Connect(function(child)
if child:IsA("Highlight") then
teammate_highlights[child] = true
end
end)
workspace.ChildRemoved:Connect(function(child)
if child:IsA("Highlight") then
teammate_highlights[child] = nil
end
end)
for _, child in ipairs(workspace:GetChildren()) do
if child:IsA("Highlight") then
teammate_highlights[child] = true
end
end
local function is_teammate(model)
for highlight in pairs(teammate_highlights) do
if highlight.Adornee == model then return true end
end
return false
end
-- validate players (prevents esp from drawing on random shti)
local function is_valid(model)
if not model or not model.Parent then return false end
if model.Name == "LocalViewmodel" then return false end
if not viewmodels or model.Parent ~= viewmodels then return false end
local torso = model:FindFirstChild("torso")
return torso and torso:IsA("BasePart")
end
-- not needed js is cool as fuck
local function rand_str(len)
local chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789"
local result = {}
for i = 1, len do result[i] = chars:sub(math.random(1, #chars), math.random(1, #chars)) end
return table.concat(result)
end
local screen_gui = Instance.new("ScreenGui")
screen_gui.Name = rand_str(12)
screen_gui.Parent = gethui_support and gethui() or game:GetService("CoreGui") -- be ud if exec isnt shitty
local function remove_skeleton(character)
local data = skeleton_list[character]
if not data then return end
for _, line in ipairs(data.lines) do line:Remove() end
skeleton_list[character] = nil
end
local function create_skeleton(character)
if not character or skeleton_list[character] or not is_valid(character) then return end
-- prevents skeletons from being partial
local char_bones = {}
for _, name in ipairs(required_bones) do
local b = character:FindFirstChild(name)
if not b or not b:IsA("BasePart") then return end
char_bones[name] = b
end
local lines = {}
for i = 1, #bones do
local line = Drawing.new("Line")
line.Visible = false
line.Color = Color3.new(1, 1, 1)
line.Thickness = 1
line.Transparency = 1
lines[i] = line
end
skeleton_list[character] = { lines = lines, bones = char_bones }
end
local function create_esp(character)
if not character or not is_valid(character) or esp_list[character] then return end
local folder = Instance.new("Folder", screen_gui)
local box = Instance.new("Frame", folder)
local stroke = Instance.new("UIStroke", box)
box.BackgroundTransparency = 1
box.BorderSizePixel = 0
stroke.Color = Color3.new(1, 1, 1)
stroke.Thickness = 1
esp_list[character] = { folder = folder, box = box }
end
-- peak optimization
runservice.RenderStepped:Connect(function()
for character, data in pairs(esp_list) do
local box = data.box
local folder = data.folder
if not character or not character.Parent or not is_valid(character) then
box.Visible = false
folder:Destroy()
esp_list[character] = nil
remove_skeleton(character)
continue
end
local torso = character:FindFirstChild("torso")
if not torso or torso.Transparency >= 1 or is_teammate(character) then
box.Visible = false
continue
end
local pos, on_screen = camera:WorldToScreenPoint(torso.Position)
if on_screen and (camera.CFrame.Position - torso.Position).Magnitude <= 3571.4 then
if skeletons then
if not skeleton_list[character] then create_skeleton(character) end
local skel = skeleton_list[character]
if skel then
local min_x, min_y = math.huge, math.huge
local max_x, max_y = -math.huge, -math.huge
for i, conn in ipairs(bones) do
local b1, b2 = skel.bones[conn[1]], skel.bones[conn[2]]
if b1 and b2 then
local p1, on1 = camera:WorldToViewportPoint(b1.Position)
local p2, on2 = camera:WorldToViewportPoint(b2.Position)
local s1, son1 = camera:WorldToScreenPoint(b1.Position)
local s2, son2 = camera:WorldToScreenPoint(b2.Position)
if son1 then
if s1.X < min_x then min_x = s1.X end
if s1.X > max_x then max_x = s1.X end
if s1.Y < min_y then min_y = s1.Y end
if s1.Y > max_y then max_y = s1.Y end
end
if son2 then
if s2.X < min_x then min_x = s2.X end
if s2.X > max_x then max_x = s2.X end
if s2.Y < min_y then min_y = s2.Y end
if s2.Y > max_y then max_y = s2.Y end
end
if on1 and on2 then
skel.lines[i].From = Vector2.new(p1.X, p1.Y)
skel.lines[i].To = Vector2.new(p2.X, p2.Y)
skel.lines[i].Visible = true
else
skel.lines[i].Visible = false
end
else
skel.lines[i].Visible = false
end
end
if boxes and min_x ~= math.huge then
local pad = 4
box.Visible = true
box.Position = UDim2.fromOffset(min_x - pad, min_y - pad)
box.Size = UDim2.fromOffset(max_x - min_x + pad * 2, max_y - min_y + pad * 2)
else
box.Visible = false
end
end
else
remove_skeleton(character)
box.Visible = false
end
else
box.Visible = false
remove_skeleton(character)
end
end
end)
-- entry
if viewmodels then
for _, v in ipairs(viewmodels:GetChildren()) do
if v:IsA("Model") then task.delay(0.1, create_esp, v) end
end
viewmodels.ChildAdded:Connect(function(v)
if v:IsA("Model") then task.delay(0.2, create_esp, v) end
end)
viewmodels.ChildRemoved:Connect(function(v)
if esp_list[v] then esp_list[v].folder:Destroy(); esp_list[v] = nil end
remove_skeleton(v)
end)
endOperation One Script Features:
- Aim Assist – Improves target tracking in high-pressure fights
- Custom FOV Control – Adjust targeting range to match your playstyle
- Hitbox Expanders – Increase engagement consistency
Advanced ESP Suite:
- Enable ESP
- Team Check
- Head ESP
- Name ESP
- Health ESP
- Distance ESP
- Line ESP
- OOF Arrows