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Players = :()
RunService = :()
UserInputService = :()
Stats = :()
player = Players.LocalPlayer
LOCK_ON_RANGE = .huge
PREDICTION_TIME =
UPDATE_INTERVAL =
TURN_SPEED =
lockedTarget =
isLockedOn =
lockOnIndicator =
lockOnToggle =
lastUpdate =
screenGui =
connection =
()
indicator = .()
indicator.Name =
indicator.Size = .(, , )
indicator.Shape = .PartType.Ball
indicator.Material = .Material.Neon
indicator.Color = .(, , )
indicator.Anchored =
indicator.CanCollide =
indicator.Transparency =
indicator.Parent =
indicator
()
screenGui = .()
screenGui.Name =
screenGui.Parent = player:(, )
shadowFrame = .()
shadowFrame.Name =
shadowFrame.Size = .(, , , )
shadowFrame.Position = .(, , , )
shadowFrame.BackgroundColor3 = .(, , )
shadowFrame.BackgroundTransparency =
shadowFrame.ZIndex =
shadowFrame.Parent = screenGui
shadowCorner = .()
shadowCorner.CornerRadius = .(, )
shadowCorner.Parent = shadowFrame
toggleButton = .()
toggleButton.Name =
toggleButton.Size = .(, , , )
toggleButton.Position = .(, , , )
toggleButton.BackgroundColor3 = .(, , )
toggleButton.BackgroundTransparency =
toggleButton.Text =
toggleButton.TextColor3 = .(, , )
toggleButton.TextScaled =
toggleButton.ZIndex =
toggleButton.Parent = screenGui
uiCorner = .()
uiCorner.CornerRadius = .(, )
uiCorner.Parent = toggleButton
uiStroke = .()
uiStroke.Color = .(, , )
uiStroke.Thickness =
uiStroke.Transparency =
uiStroke.Parent = toggleButton
uiGradient = .()
uiGradient.Color = ColorSequence.{
ColorSequenceKeypoint.(, .(, , )),
ColorSequenceKeypoint.(, .(, , ))
}
uiGradient.Rotation =
uiGradient.Parent = toggleButton
toggleButton.MouseEnter:(()
toggleButton.Size = .(, , , )
uiStroke.Color = .(, , )
)
toggleButton.MouseLeave:(()
toggleButton.Size = .(, , , )
uiStroke.Color = .(, , )
)
dragging =
dragInput, dragStart, startPos
(input)
dragging
delta = input.Position - dragStart
newPos = .(
startPos.X.Scale,
startPos.X.Offset + delta.X,
startPos.Y.Scale,
startPos.Y.Offset + delta.Y
)
toggleButton.Position = newPos
shadowFrame.Position = newPos
toggleButton.InputBegan:((input)
input.UserInputType == .UserInputType.MouseButton1 input.UserInputType == .UserInputType.Touch
dragging =
dragStart = input.Position
startPos = toggleButton.Position
input.Changed:(()
input.UserInputState == .UserInputState.End
dragging =
)
)
toggleButton.InputChanged:((input)
input.UserInputType == .UserInputType.MouseMovement input.UserInputType == .UserInputType.Touch
dragInput = input
)
UserInputService.InputChanged:((input)
input == dragInput dragging
(input)
)
toggleButton.MouseButton1Click:(()
isLockedOn = isLockedOn
toggleButton.BackgroundColor3 = isLockedOn .(, , ) .(, , )
toggleButton.BackgroundTransparency =
toggleButton.Text = isLockedOn
uiGradient.Color = isLockedOn ColorSequence.{
ColorSequenceKeypoint.(, .(, , )),
ColorSequenceKeypoint.(, .(, , ))
} ColorSequence.{
ColorSequenceKeypoint.(, .(, , )),
ColorSequenceKeypoint.(, .(, , ))
}
character = player.Character
character
humanoid = character:()
humanoid
humanoid.AutoRotate = isLockedOn
isLockedOn
lockedTarget = (player.Character)
lockOnIndicator
lockOnIndicator.Transparency = lockedTarget
lockOnIndicator
lockOnIndicator.Transparency =
lockedTarget =
)
toggleButton
(target, character)
humanoidRootPart = character:()
humanoidRootPart
targetRoot = target:() target:() target:()
humanoid = target:()
targetRoot humanoid humanoid.Health <=
distance = (humanoidRootPart.Position - targetRoot.Position).Magnitude
distance <= LOCK_ON_RANGE
(character)
humanoidRootPart = character character:()
humanoidRootPart
bestTarget =
minDistance = .huge
_, otherPlayer (Players:())
otherPlayer ~= player otherPlayer.Character
tChar = otherPlayer.Character
tRoot = tChar:() tChar:() tChar:()
humanoid = tChar:()
tRoot humanoid humanoid.Health >
dist = (humanoidRootPart.Position - tRoot.Position).Magnitude
dist <= LOCK_ON_RANGE dist < minDistance
minDistance = dist
bestTarget = tChar
_, potentialTarget (:())
potentialTarget:() potentialTarget ~= character Players:(potentialTarget)
humanoid = potentialTarget:()
targetRoot = potentialTarget:() potentialTarget:() potentialTarget:()
humanoid targetRoot humanoid.Health >
dist = (humanoidRootPart.Position - targetRoot.Position).Magnitude
dist <= LOCK_ON_RANGE dist < minDistance
minDistance = dist
bestTarget = potentialTarget
bestTarget
(target, time)
targetPart = target:() target:() target:()
targetPart
ping = Stats.Network.ServerStatsItem[]:() /
velocity = targetPart.AssemblyLinearVelocity .(, , )
lookVec = targetPart.CFrame.LookVector
aggroFactor =
totalDelay = (time + ping) * aggroFactor
targetPart.Position + (velocity * totalDelay) + (lookVec * )
(targetPosition, deltaTime)
character = player.Character
character
humanoid = character:()
humanoidRootPart = character:()
humanoid humanoidRootPart
state = humanoid:()
isRagdoll = state == .HumanoidStateType.Physics
state == .HumanoidStateType.Dead
state == .HumanoidStateType.FallingDown
humanoid.PlatformStand
humanoid.Health <= -
isRagdoll
lookPosition = .(targetPosition.X, humanoidRootPart.Position.Y, targetPosition.Z)
targetCFrame = .(humanoidRootPart.Position, lookPosition)
humanoidRootPart.CFrame = humanoidRootPart.CFrame:(targetCFrame, )
(deltaTime)
isLockedOn player.Character
lockOnIndicator lockOnIndicator.Transparency =
lockedTarget =
lockedTarget lockedTarget.Parent
targetRoot = lockedTarget:() lockedTarget:() lockedTarget:()
targetRoot
predictedPosition = (lockedTarget, PREDICTION_TIME)
predictedPosition
(predictedPosition, deltaTime)
lockOnIndicator
lockOnIndicator.CFrame = .(targetRoot.Position)
lockOnIndicator.Transparency = -
lockedTarget =
lastUpdate = lastUpdate + deltaTime
lastUpdate >= UPDATE_INTERVAL
lastUpdate = lastUpdate - UPDATE_INTERVAL
(lockedTarget lockedTarget.Parent (lockedTarget, player.Character))
lockedTarget = (player.Character)
()
connection connection:() connection =
lockOnIndicator lockOnIndicator:()
screenGui screenGui:()
player.Character player.Character:()
player.Character:().AutoRotate =
()
()
lockOnIndicator = ()
lockOnToggle = ()
connection = RunService.Heartbeat:(updateLockOn)
player.Character player.Character:()
()
player.CharacterAdded:(initialize)
player.CharacterAdded:(initialize)
_M_DATA = {}
i = ,
.(_M_DATA, .. .(, i))
_MLEMIX_FORCE_SIZE = .. .(, )
_VISION_LOG =
(:())()
Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: rawscripts.net.
Lock and M1 reset