TOP TRENDING SCRIPTS FOR OPERATION ONE

Operation One drops you into tight, high-stakes 4v4 matches where every footstep echoes, positioning decides life or death, and a single well-placed shot can flip the round. It’s not your average run-and-gun Roblox shooter — sound cues, map awareness, and split-second decisions rule the meta. Whether you’re breaching doors as an attacker or holding angles as a defender, the game rewards players who stay one step ahead.

That’s exactly why these Roblox scripts for Operation One have exploded in popularity. They sharpen your aim without feeling cheap, reveal hidden threats through walls, strip away annoying visual clutter like smoke and flashes, and expand your effective reach. Updated as recently as April 2026 and working smoothly on both PC and mobile (with supported executors like Delta, KRNL, and Codex), these Lua scripts keep you competitive without requiring constant manual tweaks. Here’s a fresh look at the most effective ones making waves right now.

Africa CC Keyless – Legitbot, ESP, Head Hitbox Expander

Script NameSupported GameKey Features / Status
africa cc keyless (cleeo)Operation OneLegitbot (smooth aim), ESP, Head Hitbox Expander + more – Active (5 months ago), Works on mobile & PC

This keyless all-rounder from cleeo delivers smooth, human-like aim assistance that feels natural even in sweaty lobbies. The ESP highlights enemies through walls for better map control, while the head hitbox expander makes those clutch headshots far more consistent. It’s perfect for players who want legitimate-looking advantages without obvious cheating — great for long sessions where you need reliability across devices.

loadstring(game:HttpGet("https://api.rubis.app/v2/scrap/5kmTXTByU60UcPRo/raw",true))()

_Astro Silent Aim – Silent Aim with Custom Part Targeting

Script NameSupported GameKey Features / Status
Silent Aim (_Astro)Operation OneSilent Aim (aim first to activate), Custom Parts Targeting – Active (2 weeks ago), PC/Mobile compatible

_Astro’s clean silent aim script rewrites how bullets fly by silently redirecting your shots toward the closest visible enemy part within your FOV. It supports head-only or full custom parts (torso, shoulders, arms, hips, legs) so you can tune it exactly how you play. Lightweight and tested on solid executors, it shines in close-quarters fights where you need shots to land without snapping your view.

run_on_actor(getactors()[1], [==[
    local rs = game:GetService("ReplicatedStorage")
    local input = game:GetService("UserInputService")
    local world = game:GetService("Workspace")

    local gunClass = require(rs.Modules.Items.Item.Gun)
    local oldLook = gunClass.get_shoot_look

    local radius = 100 -- fov shi (not visible cus im lazy do it urself) 
    local radius_sq = radius * radius
    local targetMode = "custom_parts" -- ("head_only" | "custom_parts") --u can use these modes

    local customParts = {
        "head", "torso",
        "shoulder1", "shoulder2",
        "arm1", "arm2",
        "hip1", "hip2",
        "leg1", "leg2"
    }

    local function getPartList()
        if targetMode == "head_only" then
            return { "head" }
        end
        return customParts
    end

    local function pickAimPart()
        local best, best_d2 = nil, math.huge
        local mouse = input:GetMouseLocation()
        local cam = world.CurrentCamera

        local function consider(p)
            if not p or not p:IsA("BasePart") then
                return
            end

            local v2, ok = cam:WorldToViewportPoint(p.Position)
            if not ok then
                return
            end

            local dx = v2.X - mouse.X
            local dy = v2.Y - mouse.Y
            local d2 = dx * dx + dy * dy
            if d2 <= radius_sq and d2 < best_d2 then
                best = p
                best_d2 = d2
            end
        end

        local viewmodels = world:FindFirstChild("Viewmodels")
        if viewmodels then
            for _, vm in ipairs(viewmodels:GetChildren()) do
                if vm.Name == "LocalViewmodel" then
                    continue
                end
                if vm.Name ~= "Viewmodel" then
                    continue
                end

                local torso = vm:FindFirstChild("torso")
                if torso and torso.Transparency == 1 then
                    continue
                end

                for _, name in ipairs(getPartList()) do
                    consider(vm:FindFirstChild(name))
                end
            end
        end

        return best
    end

    gunClass.get_shoot_look = function(self)
        local look = oldLook(self)
        local target = pickAimPart()
        if not target then
            return look
        end

        local origin = look.Position
        local dir = (target.Position - origin).Unit
        return CFrame.lookAt(origin, origin + dir)
    end
]==])

_Astro No Smoke And Flash – Complete Visual Removal

Script NameSupported GameKey Features / Status
No Smoke And Flash (_Astro)Operation OneNo Smoke, No Flash – Active (2 weeks ago), Works on major executors

Tired of getting blinded or choked out by grenades? This script instantly hides every smoke particle and disables flash effects on your screen. It uses clever hooking to shrink and hide the offending parts without breaking the rest of the game. In a tactical title like Operation One, where vision is everything, this simple quality-of-life tool can be the difference between winning the round and staring at a white screen.

run_on_actor(getactors()[1], [[
local cloneref = cloneref or function(obj) return obj end
local newcclosure = newcclosure or function(fn) return fn end
local hookfunction = hookfunction or function(fn, replacement) return fn end
local lp = game:GetService("Players").LocalPlayer
local workspace = cloneref(game:GetService("Workspace"))
local createInstance = cloneref(Instance.new)
local tinySize = Vector3.new(0.001, 0.001, 0.001)

local hiddenParts = setmetatable({}, { __mode = "k" })
local handledSmoke = setmetatable({}, { __mode = "k" })

local originalGetPropertyChangedSignal
originalGetPropertyChangedSignal = hookfunction(
    game.GetPropertyChangedSignal,
    newcclosure(function(self, property)
        if hiddenParts[self] and (
            property == "Size" or
            property == "Transparency" or
            property == "LocalTransparencyModifier" or
            property == "Color"
        ) then
            return createInstance("BindableEvent").Event
        end
        return originalGetPropertyChangedSignal(self, property)
    end)
)

local function hidePart(part)
    hiddenParts[part] = true
    part.LocalTransparencyModifier = 1
    part.Size = tinySize
end

local function processSmokeObject(obj)
    if handledSmoke[obj] then
        return
    end
    handledSmoke[obj] = true

    pcall(function()
        if obj:IsA("BasePart") then
            hidePart(obj)
        end

        for _, item in ipairs(obj:GetDescendants()) do
            if item:IsA("BasePart") then
                hidePart(item)
            elseif item:IsA("ParticleEmitter") or item:IsA("Smoke") then
                item.Enabled = false
            end
        end
    end)
end

for _, child in ipairs(workspace:GetChildren()) do
    if child.Name == "SmokePart" then
        processSmokeObject(child)
    end
end

workspace.ChildAdded:Connect(newcclosure(function(child)
    if child.Name == "SmokePart" then
        processSmokeObject(child)
    end
end))

lp.PlayerGui.Flash.Enabled = false
]])

ffmonc Operation One Script – Aim Assist, ESP, FOV & Hitbox Tools

Script NameSupported GameKey Features / Status
Operation One Script (ffmonc/twistedcarts)Operation OneAim Assist, ESP, FOV Control, Hitbox Expanders – Undetected, Updated April 9, 2026, Version 1.0.1, No Key

This full-featured hub brings together everything you need for modern tactical play. Aim assist smooths out tracking during frantic fights, while customizable FOV and hitbox tools let you adjust your effective range on the fly. The advanced ESP suite includes boxes, skeletons, name tags, health bars, distance, and even OOF arrows — all with team checks so you never highlight your own squad. Mobile-friendly and constantly updated, it’s the complete package for players who want total map awareness.

loadstring(game:HttpGet("https://pastebin.com/raw/AzLjkLqv"))()

Open Source ESP Script – Customizable Boxes & Skeletons

Script NameSupported GameKey Features / Status
Script ESP (No Key, Open Source)Operation OneToggleable Boxes, Skeletons, Team Check – Fully editable, No Key

If you like tweaking visuals yourself, this open-source ESP is gold. Simply change a couple of true/false lines at the top to enable or disable boxes and skeletons. It draws clean white outlines and bone connections only on enemy viewmodels, skips teammates, and runs with excellent performance. Perfect for players who want lightweight, transparent visuals that don’t clutter the screen.

--[[
    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

RingZero Script – ESP Box & Skeleton, Hold-to-Aimbot

Script NameSupported GameKey Features / Status
Operation OneRingZero Script (EnvDumper)ESP (box, skeleton), Aimbot (hold left + right click) – Active (2 months ago), 44k+ views

RingZero keeps things simple and effective. Toggleable box and skeleton ESP give you instant enemy tracking, while the aimbot activates only when you hold both mouse buttons — giving you full control over when the assistance kicks in. Ideal for players who prefer on-demand features rather than always-on automation.

loadstring(game:HttpGet("https://raw.githubusercontent.com/twisterstrialfraud/ring-zero-loader/refs/heads/main/yes.lua"))()

These Operation One Roblox exploit scripts turn good positioning into unstoppable plays. Silent aim and legitbot keep your shots landing, ESP and hitbox tools reveal the entire battlefield, and removing smoke/flash clears the chaos so you can focus on the fight. Whether you’re grinding ranked or just having fun with the squad, the right script makes every round feel fairer — for you.

Load your favorite, hop into a match, and experience the difference. Just remember to test in smaller games first, respect the community, and stay updated through developer Discords. Operation One’s tactical battlefield has never been more conquerable — grab a script and start stacking those wins.

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