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orbit_v1

The document outlines a script for a game that includes various settings for aiming and targeting mechanics, such as silent aim, field of view (FOV), and tracer options. It provides functionality for detecting targets, checking for walls, and managing user input for toggling features. The script also includes visual elements like circles for FOV and tracers, and it handles target prediction and aiming adjustments based on player input and game conditions.
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0% found this document useful (0 votes)
11 views

orbit_v1

The document outlines a script for a game that includes various settings for aiming and targeting mechanics, such as silent aim, field of view (FOV), and tracer options. It provides functionality for detecting targets, checking for walls, and managing user input for toggling features. The script also includes visual elements like circles for FOV and tracers, and it handles target prediction and aiming adjustments based on player input and game conditions.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 19

getgenv().

Orbit = {
Silent = {
SilentToggle = "p",
Enabled = true,
AimPart = "HumanoidRootPart",
Prediction = 0.11,
ClosestPart = true,
HitChance = 400,
AntiGroundshot = true,
},
FOV = {
Visible = true,
Radius = 22,
Filled = false,
},
Tracer = {
TracerToggle = "C",
Enabled = false,
AimPart = "HumanoidRootPart",
Prediction = 4.8,
SmoothnessValue = 0.07,
Smoothness = true,
TraceClosestPart = true,
UseTracerRadius = false,
Radius = 150,
ShowFOV = false,
},
Checks = {
WallCheck = true,
UnlockedOnDeath = true,
}
}
getgenv().Settings = {
Main = {
Enable = true,
HoldKey = false,
ToggleKey = true,
UseKeyBoardKey = true,
KeyBoardKey = Enum.KeyCode.E,
UseMouseKey = false,
MouseKey = Enum.UserInputType.MouseButton2,
ThirdPerson = true,
FirstPerson = true,
AutoPingSets = true,
UseCircleRadius = false,
DisableOutSideCircle = false,
UseShake = true,
ShakePower = 89,
CheckForWalls = true,
},
Check = {
CheckIfKo = true,
DisableOnPlayerDeath = true,
PredictMovement = false,
},
Horizontal = {
PredictMovement = true,
PredictionVelocity = 7.120,
},
Smooth = {
Smoothness = true,
SmoothnessAmount = 0.019,
SmoothMethod = Enum.EasingStyle.Circular,
SmoothMethodV2 = Enum.EasingDirection.InOut,
},
Part = {
AimPart = "Head",
CheckIfJumpedAimPart = "HumanoidRootPart",
CheckIfJumped = true,
GetClosestPart = true,
},
Resolver = {
UnderGround = false,
UseUnderGroundKeybind = true,
UnderGroundKey = Enum.KeyCode.J,
DetectDesync = false,
Detection = 75,
UseDetectDesyncKeybind = true,
DetectDesyncKey = Enum.KeyCode.K,
SendNotification = false,
},
Visual = {
Fov = false,
FovTransparency = 1,
FovThickness = 1,
FovColor = Color3.fromRGB(255, 185, 0),
FovRadius = 60,
},
Spoofer = {
MemorySpoofer = true,
MemoryTabColor = Color3.fromRGB(211, 88, 33),
MemoryMost = 85000,
MemoryLeast = 80000,

},
}

local Players, Client, Mouse, RS, Camera, r =


game:GetService("Players"),
game:GetService("Players").LocalPlayer,
game:GetService("Players").LocalPlayer:GetMouse(),
game:GetService("RunService"),
game.Workspace.CurrentCamera,
math.random

local Circle = Drawing.new("Circle")


Circle.Color = Color3.new(1, 1, 1)
Circle.Transparency = 0.5
Circle.Thickness = 1

local TracerCircle = Drawing.new("Circle")


TracerCircle.Color = Color3.new(1, 1, 1)
TracerCircle.Thickness = 1

local prey
local prey2
local On

local Vec2 = function(property)


return Vector2.new(property.X, property.Y +
(game:GetService("GuiService"):GetGuiInset().Y))
end

local UpdateSilentFOV = function()


if not Circle then
return Circle
end
Circle.Visible = getgenv().Orbit.FOV["Visible"]
Circle.Radius = getgenv().Orbit.FOV["Radius"] * 3.05
Circle.Filled = getgenv().Orbit.FOV["Filled"]
Circle.Position = Vec2(Mouse)
local chance = CalcChance(Orbit.Silent.HitChance)
if not chance then
return nil
end

if getgenv().Orbit.Silent.AntiGroundshot == true then


if Target.Character.HumanoidRootPart.Velocity.Y < -20 then
pcall(function()
local Part = Target.Character.HumanoidRootPart
Part.Velocity = Vector3.new(Part.Velocity.X, 0, Part.Velocity.Z)
Part.AssemblyLinearVelocity = Vector3.new(Part.Velocity.X, 0,
Part.Velocity.Z)
end)
end
end

return Circle
end

local UpdateTracerFOV = function()


if not TracerCircle then
return TracerCircle
end

TracerCircle.Visible = getgenv().Orbit.Tracer["ShowFOV"]
TracerCircle.Radius = getgenv().Orbit.Tracer["Radius"]
TracerCircle.Position = Vec2(Mouse)

return TracerCircle
end

game.RunService.RenderStepped:Connect(
function()
UpdateTracerFOV()
UpdateSilentFOV()
end
)
local WallCheck = function(destination, ignore)
if getgenv().Orbit.Checks.WallCheck then
local Origin = Camera.CFrame.p
local CheckRay = Ray.new(Origin, destination - Origin)
local Hit = game.workspace:FindPartOnRayWithIgnoreList(CheckRay, ignore)
return Hit == nil
else
return true
end
end

GetClosestToMouse = function()
local Target, Closest = nil, 1 / 0

for _, v in pairs(Players:GetPlayers()) do
if (v.Character and v ~= Client and
v.Character:FindFirstChild("HumanoidRootPart")) then
local Position, OnScreen =
Camera:WorldToScreenPoint(v.Character.HumanoidRootPart.Position)
local Distance = (Vector2.new(Position.X, Position.Y) -
Vector2.new(Mouse.X, Mouse.Y)).Magnitude

if
(Circle.Radius > Distance and Distance < Closest and OnScreen and
WallCheck(v.Character.HumanoidRootPart.Position, {Client,
v.Character}))
then
Closest = Distance
Target = v
end
end
end
return Target
end

function TargetChecks(Target)
if getgenv().Orbit.Checks.UnlockedOnDeath == true and Target.Character then
return Target.Character.BodyEffects["K.O"].Value and true or false
end
return false
end

function PredictionictTargets(Target, Value)


return Target.Character[getgenv().Orbit.Silent.AimPart].CFrame +
(Target.Character[getgenv().Orbit.Silent.AimPart].Velocity * Value)
end

local WTS = function(Object)


local ObjectVector = Camera:WorldToScreenPoint(Object.Position)
return Vector2.new(ObjectVector.X, ObjectVector.Y)
end

local IsOnScreen = function(Object)


local IsOnScreen = Camera:WorldToScreenPoint(Object.Position)
return IsOnScreen
end

local FilterObjs = function(Object)


if string.find(Object.Name, "Gun") then
return
end
if table.find({"Part", "MeshPart", "BasePart"}, Object.ClassName) then
return true
end
end
GetClosestBodyPart = function(character)
local ClosestDistance = 1 / 0
local BodyPart = nil
if (character and character:GetChildren()) then
for _, x in next, character:GetChildren() do
if FilterObjs(x) and IsOnScreen(x) then
local Distance = (WTS(x) - Vector2.new(Mouse.X, Mouse.Y)).Magnitude
if getgenv().Orbit.Tracer.UseTracerRadius == true then
if (TracerCircle.Radius > Distance and Distance < ClosestDistance)
then
ClosestDistance = Distance
BodyPart = x
end
else
if (Distance < ClosestDistance) then
ClosestDistance = Distance
BodyPart = x
end
end
end
end
end
return BodyPart
end

Mouse.KeyDown:Connect(
function(Key)
if (Key == getgenv().Orbit.Tracer.TracerToggle:lower()) then
if getgenv().Orbit.Tracer.Enabled == true then
On = not On
if On then
prey2 = GetClosestToMouse()
else
if prey2 ~= nil then
prey2 = nil
end
end
end
end
if (Key == getgenv().Orbit.Silent.SilentToggle:lower()) then
if getgenv().Orbit.Silent.Enabled == true then
getgenv().Orbit.Silent.Enabled = false
else
getgenv().Orbit.Silent.Enabled = true
end
end
end
)

RS.RenderStepped:Connect(
function()
if prey then
if prey ~= nil and getgenv().Orbit.Silent.Enabled and
getgenv().Orbit.Silent.ClosestPart == true then
getgenv().Orbit.Silent["AimPart"] =
tostring(GetClosestBodyPart(prey.Character))
end
end
if prey2 then
if
prey2 ~= nil and not TargetChecks(prey2) and
getgenv().Orbit.Tracer.Enabled and
getgenv().Orbit.Tracer.TraceClosestPart == true
then
getgenv().Orbit.Tracer["AimPart"] =
tostring(GetClosestBodyPart(prey2.Character))
end
end
end
)

local TracerPredictioniction = function(Target, Value)


return Target.Character[getgenv().Orbit.Tracer.AimPart].Position +
(Target.Character[getgenv().Orbit.Tracer.AimPart].Velocity / Value)
end

game:GetService("CorePackages").Packages:Destroy()

RS.RenderStepped:Connect(
function()
if
prey2 ~= nil and not TargetChecks(prey2) and getgenv().Orbit.Tracer.Enabled
and
getgenv().Orbit.Tracer.Smoothness == true
then
local Main = CFrame.new(Camera.CFrame.p, TracerPredictioniction(prey2,
getgenv().Orbit.Tracer.Prediction))
Camera.CFrame =
Camera.CFrame:Lerp(
Main,
getgenv().Orbit.Tracer.SmoothnessValue,
Enum.EasingStyle.Elastic,
Enum.EasingDirection.InOut,
Enum.EasingStyle.Sine,
Enum.EasingDirection.Out
)
elseif prey2 ~= nil and getgenv().Orbit.Tracer.Enabled and
getgenv().Orbit.Tracer.Smoothness == false then
Camera.CFrame =
CFrame.new(Camera.CFrame.Position, TracerPredictioniction(prey2,
getgenv().Orbit.Tracer.Prediction))
end
end
)

local grmt = getrawmetatable(game)


local index = grmt.__index
local properties = {
"Hit" -- Ill Add more Mouse properties soon,
}
setreadonly(grmt, false)

grmt.__index =
newcclosure(
function(self, v)
if Mouse and (table.find(properties, v)) then
prey = GetClosestToMouse()
if prey ~= nil and getgenv().Orbit.Silent.Enabled and not
TargetChecks(prey) then
local endpoint = PredictionictTargets(prey,
getgenv().Orbit.Silent.Prediction)

return (table.find(properties, tostring(v)) and endpoint)


end
end
return index(self, v)
end
)

-- // Locals

local Players, Uis, RService, Inset, CurrentCamera =


game:GetService("Players"),
game:GetService("UserInputService"),
game:GetService("RunService"),
game:GetService("GuiService"):GetGuiInset().Y,
game:GetService("Workspace").CurrentCamera

local Client = Players.LocalPlayer;

local Mouse, Camera = Client:GetMouse(), workspace.CurrentCamera

local Circle = Drawing.new("Circle")

local CF, RNew, Vec3, Vec2 = CFrame.new, Ray.new, Vector3.new, Vector2.new

local OldAimPart = getgenv().Settings.Part.AimPart

local AimlockTarget, MousePressed, CanNotify = nil, false, false

getgenv().UpdateFOV = function()
if (not Circle) then
return (Circle)
end
Circle.Color = Settings.Visual.FovColor
Circle.Visible = Settings.Visual.Fov
Circle.Radius = Settings.Visual.FovRadius
Circle.Thickness = Settings.Visual.FovThickness
Circle.Position = Vec2(Mouse.X, Mouse.Y + Inset)
return (Circle)
end

RService.Heartbeat:Connect(UpdateFOV)

-- // Functions

getgenv().WallCheck = function(destination, ignore)


local Origin = Camera.CFrame.p
local CheckRay = RNew(Origin, destination - Origin)
local Hit = game.workspace:FindPartOnRayWithIgnoreList(CheckRay, ignore)
return Hit == nil
end

getgenv().WTS = function(Object)
local ObjectVector = Camera:WorldToScreenPoint(Object.Position)
return Vec2(ObjectVector.X, ObjectVector.Y)
end

getgenv().IsOnScreen = function(Object)
local IsOnScreen = Camera:WorldToScreenPoint(Object.Position)
return IsOnScreen
end

getgenv().FilterObjs = function(Object)
if string.find(Object.Name, "Gun") then
return
end
if table.find({"Part", "MeshPart", "BasePart"}, Object.ClassName) then
return true
end
end

getgenv().GetClosestBodyPart = function(character)
local ClosestDistance = 1 / 0
local BodyPart = nil
if (character and character:GetChildren()) then
for _, x in next, character:GetChildren() do
if FilterObjs(x) and IsOnScreen(x) then
local Distance = (WTS(x) - Vec2(Mouse.X, Mouse.Y)).Magnitude
if (Circle.Radius > Distance and Distance < ClosestDistance) then
ClosestDistance = Distance
BodyPart = x
end
end
end
end
return BodyPart
end

getgenv().WorldToViewportPoint = function(P)
return Camera:WorldToViewportPoint(P)
end

getgenv().WorldToScreenPoint = function(P)
return Camera.WorldToScreenPoint(Camera, P)
end

getgenv().GetObscuringObjects = function(T)
if T and T:FindFirstChild(getgenv().Settings.Part.AimPart) and Client and
Client.Character:FindFirstChild("Head") then
local RayPos =

workspace:FindPartOnRay(RNew(T[getgenv().Settings.Part.AimPart].Position,
Client.Character.Head.Position))
if RayPos then
return RayPos:IsDescendantOf(T)
end
end
end

getgenv().GetNearestTarget = function()
local AimlockTarget, Closest = nil, 1 / 0

for _, v in pairs(game:GetService("Players"):GetPlayers()) do
if (v.Character and v ~= Client and
v.Character:FindFirstChild("HumanoidRootPart")) then
local Position, OnScreen =
Camera:WorldToScreenPoint(v.Character.HumanoidRootPart.Position)
local Distance = (Vec2(Position.X, Position.Y) - Vec2(Mouse.X,
Mouse.Y)).Magnitude
if Settings.Main.CheckForWalls then
if
(Circle.Radius > Distance and Distance < Closest and OnScreen
and
getgenv().WallCheck(v.Character.HumanoidRootPart.Position,
{Client, v.Character}))
then
Closest = Distance
AimlockTarget = v
end
elseif Settings.Main.UseCircleRadius then
if
(Circle.Radius > Distance and Distance < Closest and OnScreen
and
getgenv().WallCheck(v.Character.HumanoidRootPart.Position,
{Client, v.Character}))
then
Closest = Distance
AimlockTarget = v
end
else
if (Circle.Radius > Distance and Distance < Closest and OnScreen)
then
Closest = Distance
AimlockTarget = v
end
end
end
end
return AimlockTarget
end

-- // Use KeyBoardKey Function

Uis.InputBegan:connect(
function(input)
if
input.KeyCode == Settings.Main.KeyBoardKey and
Settings.Main.UseKeyBoardKey == true and
getgenv().Settings.Main.Enable == true and
AimlockTarget == nil and
getgenv().Settings.Main.HoldKey == true
then
pcall(
function()
MousePressed = true
AimlockTarget = GetNearestTarget()
end
)
end
end
)Uis.InputEnded:connect(
function(input)
if
input.KeyCode == Settings.Main.KeyBoardKey and
getgenv().Settings.Main.HoldKey == true and
Settings.Main.UseKeyBoardKey == true and
getgenv().Settings.Main.Enable == true and
AimlockTarget ~= nil
then
AimlockTarget = nil
MousePressed = false
end
end
)

Uis.InputBegan:Connect(
function(keyinput, stupid)
if
keyinput.KeyCode == Settings.Resolver.UnderGroundKey and
getgenv().Settings.Main.Enable == true and
Settings.Resolver.UseUnderGroundKeybind == true
then
if Settings.Resolver.UnderGround == true then
Settings.Resolver.UnderGround = false
if getgenv().Settings.Resolver.SendNotification then
game.StarterGui:SetCore(
"SendNotification",
{
Title = "Orbit",
Text = "Disabled UnderGround Resolver",
Icon = "",
Duration = 1
}
)
end
else
Settings.Resolver.UnderGround = true
if getgenv().Settings.Resolver.SendNotification then
game.StarterGui:SetCore(
"SendNotification",
{
Title = "Orbit",
Text = "Enabled UnderGround Resolver",
Icon = "",
Duration = 1
}
)
end
end
end
end
)

Uis.InputBegan:Connect(
function(keyinput, stupid)
if
keyinput.KeyCode == Settings.Resolver.DetectDesyncKey and
getgenv().Settings.Main.Enable == true and
Settings.Resolver.UseDetectDesyncKeybind == true
then
if Settings.Resolver.DetectDesync == true then
Settings.Resolver.DetectDesync = false
if getgenv().Settings.Resolver.SendNotification then
game.StarterGui:SetCore(
"SendNotification",
{
Title = "Orbit",
Text = "Disabled Desync Resolver",
Icon = "",
Duration = 1
}
)
end
else
Settings.Resolver.DetectDesync = true
if getgenv().Settings.Resolver.SendNotification then
game.StarterGui:SetCore(
"SendNotification",
{
Title = "Orbit",
Text = "Enabled Desync Resolver",
Icon = "",
Duration = 1
}
)
end
end
end
end
)

Uis.InputBegan:Connect(
function(keyinput, stupid)
if
keyinput.KeyCode == Settings.Main.KeyBoardKey and
Settings.Main.UseKeyBoardKey == true and
getgenv().Settings.Main.Enable == true and
AimlockTarget == nil and
getgenv().Settings.Main.ToggleKey == true
then
pcall(
function()
MousePressed = true
AimlockTarget = GetNearestTarget()
end
)
elseif
keyinput.KeyCode == Settings.Main.KeyBoardKey and
Settings.Main.UseKeyBoardKey == true and
getgenv().Settings.Main.Enable == true and
AimlockTarget ~= nil
then
AimlockTarget = nil
MousePressed = false
end
end
)

-- // Use MouseKey Function

Uis.InputBegan:connect(
function(input)
if
input.UserInputType == Settings.Main.MouseKey and
Settings.Main.UseMouseKey == true and
getgenv().Settings.Main.Enable == true and
AimlockTarget == nil and
getgenv().Settings.Main.HoldKey == true
then
pcall(
function()
MousePressed = true
AimlockTarget = GetNearestTarget()
end
)
end
end
)Uis.InputEnded:connect(
function(input)
if
input.UserInputType == Settings.Main.MouseKey and
getgenv().Settings.Main.HoldKey == true and
Settings.Main.UseMouseKey == true and
getgenv().Settings.Main.Enable == true and
AimlockTarget ~= nil
then
AimlockTarget = nil
MousePressed = false
end
end
)

Uis.InputBegan:Connect(
function(keyinput, stupid)
if
keyinput.UserInputType == Settings.Main.MouseKey and
Settings.Main.UseMouseKey == true and
getgenv().Settings.Main.Enable == true and
AimlockTarget == nil and
getgenv().Settings.Main.ToggleKey == true
then
pcall(
function()
MousePressed = true
AimlockTarget = GetNearestTarget()
end
)
elseif
keyinput.UserInputType == Settings.Main.MouseKey and
Settings.Main.UseMouseKey == true and
getgenv().Settings.Main.Enable == true and
AimlockTarget ~= nil
then
AimlockTarget = nil
MousePressed = false
end
end
)

-- // Main Functions. RunService HeartBeat.

task.spawn(
function()
while task.wait() do
if MousePressed == true and getgenv().Settings.Main.Enable == true then
if AimlockTarget and AimlockTarget.Character then
if getgenv().Settings.Part.GetClosestPart == true then
getgenv().Settings.Part.AimPart =
tostring(GetClosestBodyPart(AimlockTarget.Character))
end
end
if getgenv().Settings.Main.DisableOutSideCircle == true and
AimlockTarget and AimlockTarget.Character then
if
Circle.Radius <
(Vec2(

Camera:WorldToScreenPoint(AimlockTarget.Character.HumanoidRootPart.Position).X,

Camera:WorldToScreenPoint(AimlockTarget.Character.HumanoidRootPart.Position).Y
) - Vec2(Mouse.X, Mouse.Y)).Magnitude
then
AimlockTarget = nil
end
end
end
end
end
)

RService.Heartbeat:Connect(
function()
if getgenv().Settings.Main.Enable == true and MousePressed == true then
if getgenv().Settings.Check.PredictMovement and Plr and Plr.Character
and Plr.Character:FindFirstChild(getgenv().Settings.Part.AimPart) then
if getgenv().Settings.Main.UseShake then
local Main =
CFrame.new(Camera.CFrame.p,Plr.Character[getgenv().Settings.Part.AimPart].Position
+ Plr.Character[getgenv().Settings.Part.AimPart].Velocity *
getgenv().Settings.Horizontal.PredictionVelocity +
Vector3.new(
math.random(-getgenv().Settings.Main.ShakePower,
getgenv().Settings.Main.ShakePower),
math.random(-getgenv().Settings.Main.ShakePower,
getgenv().Settings.Main.ShakePower),
math.random(-getgenv().Settings.Main.ShakePower,
getgenv().Settings.Main.ShakePower)
) * 0.1)
Camera.CFrame = Camera.CFrame:Lerp(Main,
getgenv().Settings.Smooth.SmoothnessAmount, Enum.EasingStyle.Elastic,
Enum.EasingDirection.InOut, Enum.EasingStyle.Sine, Enum.EasingDirection.Out)
else
local Main =
CFrame.new(Camera.CFrame.p,Plr.Character[getgenv().Settings.Main.AimPart].Position
+ Plr.Character[getgenv().Settings.Part.AimPart].Velocity *
getgenv().Settings.Horizontal.PredictionVelocity)
Camera.CFrame = Camera.CFrame:Lerp(Main,
getgenv().Settings.Smooth.SmoothnessAmount, Enum.EasingStyle.Elastic,
Enum.EasingDirection.InOut, Enum.EasingStyle.Sine, Enum.EasingDirection.Out)
end
if getgenv().Settings.Main.UseShake then
local Main =
CFrame.new(Camera.CFrame.p,Plr.Character[getgenv().Settings.Part.AimPart].Position
+
Vector3.new(
math.random(-getgenv().Settings.Main.ShakePower,
getgenv().Settings.Main.ShakePower),
math.random(-getgenv().Settings.Main.ShakePower,
getgenv().Settings.Main.ShakePower),
math.random(-getgenv().Settings.Main.ShakePower,
getgenv().Settings.Main.ShakePower)
) * 0.1)
Camera.CFrame = Camera.CFrame:Lerp(Main,
getgenv().Settings.Smooth.SmoothnessAmount, Enum.EasingStyle.Elastic,
Enum.EasingDirection.InOut, Enum.EasingStyle.Sine, Enum.EasingDirection.Out)
else
local Main =
CFrame.new(Camera.CFrame.p,Plr.Character[getgenv().Settings.Part.AimPart].Position)
Camera.CFrame = Camera.CFrame:Lerp(Main,
getgenv().Settings.Smooth.SmoothnessAmount, Enum.EasingStyle.Elastic,
Enum.EasingDirection.InOut, Enum.EasingStyle.Sine, Enum.EasingDirection.Out)
end
end
end
end)

if getgenv().Settings.Resolver.UnderGround == true and AimlockTarget


and AimlockTarget.Character then
pcall(
function()
local TargetVelv2 =
AimlockTarget.Character[getgenv().Settings.Part.AimPart]
TargetVelv2.Velocity = Vec3(TargetVelv2.Velocity.X, 0,
TargetVelv2.Velocity.Z)
TargetVelv2.AssemblyLinearVelocity =
Vec3(TargetVelv2.Velocity.X, 0, TargetVelv2.Velocity.Z)
end
)
end
if
getgenv().Settings.Resolver.DetectDesync == true and AimlockTarget
and AimlockTarget.Character and

AimlockTarget.Character:WaitForChild("HumanoidRootPart").Velocity.magnitude >
getgenv().Settings.Resolver.Detection
then
pcall(
function()
local TargetVel =
AimlockTarget.Character[getgenv().Settings.Part.AimPart]
TargetVel.Velocity = Vec3(0, 0, 0)
TargetVel.AssemblyLinearVelocity = Vec3(0, 0, 0)
end
)
end
if getgenv().Settings.Main.ThirdPerson == true and
getgenv().Settings.Main.FirstPerson == true then
if
(Camera.Focus.p - Camera.CoordinateFrame.p).Magnitude > 1 or
(Camera.Focus.p - Camera.CoordinateFrame.p).Magnitude <= 1
then
CanNotify = true
else
CanNotify = false
end
elseif getgenv().Settings.Main.ThirdPerson == true and
getgenv().Settings.Main.FirstPerson == false then
if (Camera.Focus.p - Camera.CoordinateFrame.p).Magnitude > 1 then
CanNotify = true
else
CanNotify = false
end
elseif getgenv().Settings.Main.ThirdPerson == false and
getgenv().Settings.Main.FirstPerson == true then
if (Camera.Focus.p - Camera.CoordinateFrame.p).Magnitude <= 1 then
CanNotify = true
else
CanNotify = false
end
end
if getgenv().Settings.Main.AutoPingSets == true and
getgenv().Settings.Horizontal.PredictionVelocity then
local pingvalue =
game:GetService("Stats").Network.ServerStatsItem["Data Ping"]:GetValueString()
local split = string.split(pingvalue, "(")
local ping = tonumber(split[1])
if ping > 190 then
getgenv().Settings.Horizontal.PredictionVelocity = 0.206547
elseif ping > 180 then
getgenv().Settings.Horizontal.PredictionVelocity = 0.19284
elseif ping > 170 then
getgenv().Settings.Horizontal.PredictionVelocity = 0.1923111
elseif ping > 160 then
getgenv().Settings.Horizontal.PredictionVelocity = 0.1823111
elseif ping > 150 then
getgenv().Settings.Horizontal.PredictionVelocity = 0.171
elseif ping > 140 then
getgenv().Settings.Horizontal.PredictionVelocity = 0.165773
elseif ping > 130 then
getgenv().Settings.Horizontal.PredictionVelocity = 0.1223333
elseif ping > 120 then
getgenv().Settings.Horizontal.PredictionVelocity = 0.143765
elseif ping > 110 then
getgenv().Settings.Horizontal.PredictionVelocity = 0.1455
elseif ping > 100 then
getgenv().Settings.Horizontal.PredictionVelocity = 0.130340
elseif ping > 90 then
getgenv().Settings.Horizontal.PredictionVelocity = 0.136
elseif ping > 80 then
getgenv().Settings.Horizontal.PredictionVelocity = 0.1347
elseif ping > 70 then
getgenv().Settings.Horizontal.PredictionVelocity = 0.119
elseif ping > 60 then
getgenv().Settings.Horizontal.PredictionVelocity = 0.12731
elseif ping > 50 then
getgenv().Settings.Horizontal.PredictionVelocity = 0.127668
elseif ping > 40 then
getgenv().Settings.Horizontal.PredictionVelocity = 0.125
elseif ping > 30 then
getgenv().Settings.Horizontal.PredictionVelocity = 0.11
elseif ping > 20 then
getgenv().Settings.Horizontal.PredictionVelocity = 0.12588
elseif ping > 10 then
getgenv().Settings.Horizontal.PredictionVelocity = 0.9
end
end
if getgenv().Settings.Check.CheckIfKo == true and AimlockTarget and
AimlockTarget.Character then
local KOd = AimlockTarget.Character:WaitForChild("BodyEffects")
["K.O"].Value
local Grabbed =
AimlockTarget.Character:FindFirstChild("GRABBING_CONSTRAINT") ~= nil
if AimlockTarget.Character.Humanoid.health < 1 or KOd or Grabbed
then
if MousePressed == true then
AimlockTarget = nil
MousePressed = false
end
end
end
if
getgenv().Settings.Check.DisableOnTargetDeath == true and
AimlockTarget and
AimlockTarget.Character:FindFirstChild("Humanoid")
then
if AimlockTarget.Character.Humanoid.health < 1 then
if MousePressed == true then
AimlockTarget = nil
MousePressed = false
end
end
end
if
getgenv().Settings.Check.DisableOnPlayerDeath == true and
Client.Character and
Client.Character:FindFirstChild("Humanoid") and
Client.Character.Humanoid.health < 1
then
if MousePressed == true then
AimlockTarget = nil
MousePressed = false
end
end
if getgenv().Settings.Part.CheckIfJumped == true and
getgenv().Settings.Part.GetClosestPart == false then
if AimlockTarget and AimlockTarget.Character then
if AimlockTarget.Character.Humanoid.FloorMaterial ==
Enum.Material.Air then
getgenv().Settings.Part.AimPart =
getgenv().Settings.Part.CheckIfJumpedAimPart
else
getgenv().Settings.Part.AimPart = OldAimPart
end
end
end
if
AimlockTarget and AimlockTarget.Character and

AimlockTarget.Character:FindFirstChild(getgenv().Settings.Part.AimPart)
then
if getgenv().Settings.Main.FirstPerson == true then
if CanNotify == true then
if getgenv().Settings.Horizontal.PredictMovement == true
then
if getgenv().Settings.Smooth.Smoothness == true then
local Main =
CF(
Camera.CFrame.p,

AimlockTarget.Character[getgenv().Settings.Part.AimPart].Position +

AimlockTarget.Character[getgenv().Settings.Part.AimPart].Velocity *

getgenv().Settings.Horizontal.PredictionVelocity
)

Camera.CFrame =
Camera.CFrame:Lerp(
Main,
getgenv().Settings.Smooth.SmoothnessAmount,
Enum.EasingStyle.Elastic,
Enum.EasingDirection.InOut
)
else
Camera.CFrame =
CF(
Camera.CFrame.p,

AimlockTarget.Character[getgenv().Settings.Part.AimPart].Position +

AimlockTarget.Character[getgenv().Settings.Part.AimPart].Velocity *

getgenv().Settings.Horizontal.PredictionVelocity + Vector3
)
end
elseif getgenv().Settings.Horizontal.PredictMovement ==
false then
if getgenv().Settings.Smooth.Smoothness == true then
local Main =
CF(
Camera.CFrame.p,

AimlockTarget.Character[getgenv().Settings.Part.AimPart].Position
)
Camera.CFrame =
Camera.CFrame:Lerp(
Main,
getgenv().Settings.Smooth.SmoothnessAmount,
getgenv().Settings.Smooth.SmoothMethod,
getgenv().Settings.Smooth.SmoothMethodV2
)
else
Camera.CFrame =
CF(
Camera.CFrame.p,

AimlockTarget.Character[getgenv().Settings.Part.AimPart].Position
)
end
end
end
end
end

local PerformanceStats =
game:GetService("CoreGui"):WaitForChild("RobloxGui"):WaitForChild("PerformanceStats
")

local MemLabel
local color,
color1,
color2,
color3,
color4,
color5,
color6,
color7,
color8,
color9,
color10,
color11,
color12,
color13,
color14,
color15,
color16,
color17,
color18,
color19
for I, Child in next, PerformanceStats:GetChildren() do
if Child.StatsMiniTextPanelClass.TitleLabel.Text == "Mem" then
MemLabel = Child.StatsMiniTextPanelClass.ValueLabel
color = Child.PS_AnnotatedGraph.PS_BarFrame.Bar_0
color1 = Child.PS_AnnotatedGraph.PS_BarFrame.Bar_1
color2 = Child.PS_AnnotatedGraph.PS_BarFrame.Bar_2
color3 = Child.PS_AnnotatedGraph.PS_BarFrame.Bar_3
color4 = Child.PS_AnnotatedGraph.PS_BarFrame.Bar_4
color5 = Child.PS_AnnotatedGraph.PS_BarFrame.Bar_5
color6 = Child.PS_AnnotatedGraph.PS_BarFrame.Bar_6
color7 = Child.PS_AnnotatedGraph.PS_BarFrame.Bar_7
color8 = Child.PS_AnnotatedGraph.PS_BarFrame.Bar_8
color9 = Child.PS_AnnotatedGraph.PS_BarFrame.Bar_9
color10 = Child.PS_AnnotatedGraph.PS_BarFrame.Bar_10
color11 = Child.PS_AnnotatedGraph.PS_BarFrame.Bar_11
color12 = Child.PS_AnnotatedGraph.PS_BarFrame.Bar_12
color13 = Child.PS_AnnotatedGraph.PS_BarFrame.Bar_13
color14 = Child.PS_AnnotatedGraph.PS_BarFrame.Bar_14
color15 = Child.PS_AnnotatedGraph.PS_BarFrame.Bar_15
color16 = Child.PS_AnnotatedGraph.PS_BarFrame.Bar_16
color17 = Child.PS_AnnotatedGraph.PS_BarFrame.Bar_17
color18 = Child.PS_AnnotatedGraph.PS_BarFrame.Bar_18
color19 = Child.PS_AnnotatedGraph.PS_BarFrame.Bar_19
break
end
end
MemLabel:GetPropertyChangedSignal("Text"):Connect(
function()
if Settings.Spoofer.MemorySpoofer == true then
MemLabel.Text = math.random(Settings.Spoofer.MemoryLeast,
Settings.Spoofer.MemoryMost) / 100 .. " MB"
color.BackgroundColor3 = Settings.Spoofer.MemoryTabColor
color1.BackgroundColor3 = Settings.Spoofer.MemoryTabColor
color2.BackgroundColor3 = Settings.Spoofer.MemoryTabColor
color3.BackgroundColor3 = Settings.Spoofer.MemoryTabColor
color4.BackgroundColor3 = Settings.Spoofer.MemoryTabColor
color5.BackgroundColor3 = Settings.Spoofer.MemoryTabColor
color6.BackgroundColor3 = Settings.Spoofer.MemoryTabColor
color7.BackgroundColor3 = Settings.Spoofer.MemoryTabColor
color8.BackgroundColor3 = Settings.Spoofer.MemoryTabColor
color9.BackgroundColor3 = Settings.Spoofer.MemoryTabColor
color10.BackgroundColor3 = Settings.Spoofer.MemoryTabColor
color11.BackgroundColor3 = Settings.Spoofer.MemoryTabColor
color12.BackgroundColor3 = Settings.Spoofer.MemoryTabColor
color13.BackgroundColor3 = Settings.Spoofer.MemoryTabColor
color14.BackgroundColor3 = Settings.Spoofer.MemoryTabColor
color15.BackgroundColor3 = Settings.Spoofer.MemoryTabColor
color16.BackgroundColor3 = Settings.Spoofer.MemoryTabColor
color17.BackgroundColor3 = Settings.Spoofer.MemoryTabColor
color18.BackgroundColor3 = Settings.Spoofer.MemoryTabColor
color19.BackgroundColor3 = Settings.Spoofer.MemoryTabColor
end
end
)
message.txt
40 KB

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