Run it
Copy the script and paste it into your executor.
qbon =
(power, direction)
origin = :().LocalPlayer.Character.Head.Position + direction *
velocity = power * direction
peakvel = velocity * (velocity.Y / )
airtime = (velocity.Y / ) *
origin + .(peakvel.X * , , peakvel.Z * ), airtime
()
zDiff = :().LocalPlayer.Character.HumanoidRootPart.Position.Z - at.Z
a =
zDiff <
a =
a = -
a
(humanoid)
isPlayer = players:(humanoid.Parent)
isPlayer
humanoid.MoveDirection
(humanoid.WalkToPoint - :().LocalPlayer.Character.Head.Position).Unit
(char)
powerTable = {
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
}
distance = (character.Head.Position - char.Head.Position).Magnitude
lDiff = .huge
power =
pdistance =
reachedDis =
nextDis =
naturalPower =
dis, pwr (powerTable)
dis *=
distance > dis dis > reachedDis
power = pwr
naturalPower = pwr
pdistance = dis
reachedDis = dis
dis == nextDis = dis + nextDis = dis +
diff = .(nextDis - distance, , .huge)
required = (nextDis - reachedDis)
nextPower = powerTable[nextDis / ]
percentage = diff / required
power += .((nextPower - power) - ((nextPower - power) * percentage), , )
power, naturalPower
()
.PlaceId ==
()
__namecall; __namecall = (, , (self, ...)
args = {...}
() qbon args[] ==
direction = (at - character.Head.Position).Unit
nwArgs = {, character.Head.CFrame.Position, character.Head.Position + direction * , pwr}
(self, (nwArgs))
(self, ...)
)
__namecall; __namecall = (, , (self, ...)
args = {...}
() qbon args[] ==
direction = (at - character.Head.Position).Unit
nwArgs = {, character.Head.CFrame.Position, character.Head.Position + direction * , , .(pwr)}
(self, (nwArgs))
(self, ...)
)
(moveDirection, pos)
moveDirection = .(moveDirection.X, , moveDirection.Z)
x = moveDirection.X
z = moveDirection.Z
.(x) >
x ~= .(x)
x = -
x =
x =
.(z) >
z ~= .(z)
z = -
z =
z =
md = .(x, , z)
md.Magnitude <=
md = .(, , (pos))
md
()
np =
nm = .huge
s = {}
:()
.(s, .npcwr.a)
.(s, .npcwr.b)
i, p (s)
i, c (p:())
c:() c:()
plr = players:(c)
plr == player
( () .PlaceId ~= ) plr
plr () plr.Team ~= player.Team
d = (c.HumanoidRootPart.Position - mouse.Hit.Position).Magnitude
d < nm
nm = d
np = c
np
(g, v0, x0, t1)
c = **;
p3 = *g*t1*t1 + v0*t1 + x0;
p2 = p3 - (g*t1*t1 + v0*t1)/;
p1 = (c*g*t1*t1 + *v0*t1 + x0 - c*(x0+p3))/(*c) - p2;
curve0 = (p1 - x0).magnitude;
curve1 = (p2 - p3).magnitude;
b = (x0 - p3).unit;
r1 = (p1 - x0).unit;
u1 = r1:(b).unit;
r2 = (p2 - p3).unit;
u2 = r2:(b).unit;
b = u1:(r1).unit;
cf1 = .(
x0.x, x0.y, x0.z,
r1.x, u1.x, b.x,
r1.y, u1.y, b.y,
r1.z, u1.z, b.z
)
cf2 = .(
p3.x, p3.y, p3.z,
r2.x, u2.x, b.x,
r2.y, u2.y, b.y,
r2.z, u2.z, b.z
)
curve0, -curve1, cf1, cf2;
attach0.Parent = .Terrain
attach1.Parent = .Terrain
beam.Parent = .Terrain
beam.Attachment0 = attach0
beam.Attachment1 = attach1
tf.Parent =
mouse.TargetFilter = tf
()
:()
.ScrambleWall.Parent = tf
.LineDownWall.Parent = tf
mouse.TargetFilter = tf
sphere.Parent = tf
sphere.Material = .Material.Neon
sphere.Color = .(, , )
sphere.CanCollide =
sphere.Anchored =
sphere.Size = .(, , )
sphere.Shape = .PartType.Ball
userInputService.InputBegan:((input, gp)
typing = gp
a =
(()
a = .(input.KeyCode.Value)
)
silentkey ..= a
.(silentkey, )
silentkey =
silent = silent
(silent)
typing
input.KeyCode == .KeyCode.Q
locked = locked
input.KeyCode == .KeyCode.Z
mode = modes[mode]
)
.(()
.()
userInputService:(.KeyCode.T) typing target
(pwr, at)
)
.(()
(power)
gui = player.PlayerGui.BallGui
i,v (gui.Frame:())
v.Name~=
v.BackgroundTransparency=(v.Name)<=power
gui.Frame.Disp.Text=power
.((/) * (.(, ) / ))
player.PlayerGui:() silent
natpwr ~= natpwr natpwr <
natpwr =
pwr > (natpwr + )
(.(natpwr + , , ))
(natpwr)
)QB Aimbot

Troll is a pinning tower 2