Operation One Script - Aim Assist, ESP, FOV & Hitbox Tools

Project Information

Developer: ffmonc, twistedcarts
Status: UNDETECTED
Updated: March 1, 2026 at 6:11 AM
Version: 1.0.0
Game Link: Operation One
Compatibility: PC (Windows, MacOS) - Mobile (iOS, Android)
Updates & Support:

Operation One Script

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)
end

Operation 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

Free Download Operation One Script - Aim Assist, ESP, FOV & Hitbox Tools

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