Run it
Copy the script and paste it into your executor.
Players = :()
RunService = :()
UserInputService = :()
player = Players.LocalPlayer
playerGui = player:()
Settings = {
Enabled = ,
MaxSpeed = ,
Acceleration = ,
Friction = ,
Keybinds = {
Toggle = .KeyCode.T,
Hide = .KeyCode.H,
Remove = .KeyCode.R,
},
}
character, humanoid, hrp
currentVelocity = .(,,)
inputState = {
forward = ,
backward = ,
left = ,
right = ,
gamepadVector = .(,),
}
guiVisible =
running =
isDead =
screenGui = .()
screenGui.Name =
screenGui.ResetOnSpawn =
screenGui.Parent = playerGui
frame = .()
frame.Size = .(, , , )
frame.Position = .(, , , )
frame.BackgroundColor3 = .(, , )
frame.BackgroundTransparency =
frame.BorderSizePixel =
frame.Parent = screenGui
(y, size)
lbl = .()
lbl.Size = .(, -, , )
lbl.Position = .(, , , y)
lbl.BackgroundTransparency =
lbl.TextColor3 = .(, , )
lbl.TextSize = size
lbl.TextXAlignment = .TextXAlignment.Left
lbl.Parent = frame
ok = (() lbl.Font = .Font.Code )
ok
lbl.Font = .Font.SourceSans
lbl.TextStrokeTransparency =
lbl.TextStrokeColor3 = .(, , )
lbl
title = (, )
title.Text =
statusLabel = .()
statusLabel.Size = .(, -, , )
statusLabel.Position = .(, , , )
statusLabel.BackgroundTransparency =
statusLabel.TextColor3 = .(, , )
statusLabel.TextSize =
statusLabel.TextXAlignment = .TextXAlignment.Left
statusLabel.Parent = frame
ok = (() statusLabel.Font = .Font.Code )
ok
statusLabel.Font = .Font.SourceSans
statusLabel.TextStrokeTransparency =
statusLabel.TextStrokeColor3 = .(, , )
statusLabel.BorderSizePixel =
statusLabel.AutoButtonColor =
statusLabel.Activated:(()
Settings.Enabled = Settings.Enabled
Settings.Enabled
currentVelocity = .(,,)
()
)
speedLabel = (, )
()
statusLabel.Text = .. (Settings.Enabled )
isDead Settings.Enabled
speedLabel.Text =
speedLabel.Text = .(, currentVelocity.Magnitude)
frame.Visible = guiVisible
keyMap = {
[.KeyCode.W] = ,
[.KeyCode.S] = ,
[.KeyCode.A] = ,
[.KeyCode.D] = ,
[.KeyCode.Up] = ,
[.KeyCode.Down] = ,
[.KeyCode.Left] = ,
[.KeyCode.Right] = ,
}
UserInputService.InputBegan:((inp, processed)
processed
inp.UserInputType == .UserInputType.Keyboard
dir = keyMap[inp.KeyCode]
dir inputState[dir] =
inp.KeyCode == Settings.Keybinds.Toggle
Settings.Enabled = Settings.Enabled
Settings.Enabled
currentVelocity = .(,,)
()
inp.KeyCode == Settings.Keybinds.Hide
guiVisible = guiVisible
()
inp.KeyCode == Settings.Keybinds.Remove
running =
screenGui:()
)
UserInputService.InputEnded:((inp, processed)
processed
inp.UserInputType == .UserInputType.Keyboard
dir = keyMap[inp.KeyCode]
dir inputState[dir] =
)
UserInputService.InputChanged:((inp, processed)
inp.UserInputType == .UserInputType.Gamepad1 inp.KeyCode == .KeyCode.Thumbstick1
pos = inp.Position
inputState.gamepadVector = .(pos.X, -pos.Y)
)
()
x, z = ,
inputState.forward z = z +
inputState.backward z = z -
inputState.left x = x -
inputState.right x = x +
kbVec = .(x, z)
kbVec.Magnitude >
kbVec = kbVec.Unit * .(kbVec.Magnitude, , )
gpVec = inputState.gamepadVector
combined = gpVec + kbVec
combined.Magnitude >
combined = combined.Unit
combined
(v3)
cam = .CurrentCamera
cam
.(v3.X, v3.Z)
forward = .(cam.CFrame.LookVector.X, , cam.CFrame.LookVector.Z)
forward.Magnitude == forward = .(,,-)
forward = forward.Unit
right = .(cam.CFrame.RightVector.X, , cam.CFrame.RightVector.Z)
right.Magnitude == right = .(,,)
right = right.Unit
x = v3:(right)
y = v3:(forward)
.(x, y)
(char)
character = char
humanoid = char:()
hrp = char:()
isDead =
currentVelocity = .(,,)
()
humanoid
humanoid.Died:(()
isDead =
currentVelocity = .(,,)
()
)
player.CharacterAdded:((char)
char:()
char:()
(char)
)
player.Character
player.Character:()
player.Character:()
(player.Character)
RunService.Heartbeat:((dt)
running
Settings.Enabled
()
isDead
()
humanoid humanoid.Health <=
isDead =
currentVelocity = .(,,)
()
hrp
()
dt <=
()
desiredVel = .(,,)
humanoid.MoveDirection humanoid.MoveDirection.Magnitude >
dir2 = (humanoid.MoveDirection)
cam = .CurrentCamera
forward = .(cam.CFrame.LookVector.X, , cam.CFrame.LookVector.Z)
forward = forward.Unit
right = .(cam.CFrame.RightVector.X, , cam.CFrame.RightVector.Z).Unit
worldDir = right * dir2.X + forward * dir2.Y
worldDir.Magnitude >
desiredVel = worldDir.Unit * Settings.MaxSpeed
in2 = ()
in2.Magnitude >
cam = .CurrentCamera
forward = .(cam.CFrame.LookVector.X, , cam.CFrame.LookVector.Z)
forward.Magnitude == forward = .(,,-)
forward = forward.Unit
right = .(cam.CFrame.RightVector.X, , cam.CFrame.RightVector.Z).Unit
worldDir = right * in2.X + forward * in2.Y
worldDir.Magnitude >
desiredVel = worldDir.Unit * Settings.MaxSpeed
flat = .(currentVelocity.X, , currentVelocity.Z)
delta = desiredVel - flat
desiredVel.Magnitude >
maxD = Settings.Acceleration * dt
dmag = delta.Magnitude
dmag >
flat = flat + delta.Unit * .(maxD, dmag)
speed = flat.Magnitude
dec = Settings.Friction * dt
speed <= dec
flat = .(,,)
flat = flat.Unit * (speed - dec)
currentVelocity = .(flat.X, , flat.Z)
disp = currentVelocity * dt
disp.Magnitude >
oldCf = hrp.CFrame
newPos = oldCf.Position + disp
newCf = .(newPos, newPos + oldCf.LookVector)
hrp.CFrame = newCf
()
)Features: - script still works if even player dies - acceleration - friction - modifiable script - Support all Games Updated: - mobile support switch on/off ( Click "Status: ON/OFF" ) if you don't want to be seen using speed hack use this to cover it :} Recommended Game to using this Script: Evade

Universal