Run it
Copy the script and paste it into your executor.
Players = :()
ReplicatedStorage = :()
UserInputService = :()
RunService = :()
localPlayer = Players.LocalPlayer
RADIUS =
KILL_KEY = .KeyCode.F
HIGHLIGHT_KEY = .KeyCode.R
HIGHLIGHT_DURATION =
HIGHLIGHT_COLOR = .(, , )
FADE_SPEED = / HIGHLIGHT_DURATION
highlightData = {}
(character)
character
character:()
()
localPlayer.Character
char = localPlayer.Character
char:() char:()
char.Hydra
(character, rootPart)
box = .()
box.Name =
box.Anchored =
box.CanCollide =
box.Transparency =
box.Color = HIGHLIGHT_COLOR
box.Material = .Material.Neon
box.Size = .(, , )
box.Parent = character
halo = .()
halo.Name =
halo.Anchored =
halo.CanCollide =
halo.Transparency =
halo.Color = HIGHLIGHT_COLOR
halo.Material = .Material.Neon
halo.Size = .(, , )
halo.Parent = character
box, halo
(box, halo, rootPart, offsetBox, offsetHalo)
connection
connection = RunService.Heartbeat:(()
rootPart rootPart.Parent
connection:()
box.CFrame = rootPart.CFrame * offsetBox
halo.CFrame = rootPart.CFrame * offsetHalo
)
connection
(data)
box = data.box
halo = data.halo
connection = data.connection
fadeStart = ()
elapsed = () - fadeStart
alpha = .(, - (elapsed * FADE_SPEED))
box box.Parent box.Transparency = - alpha
halo halo.Parent halo.Transparency = - alpha
alpha <=
connection connection:()
box box:()
halo halo:()
highlightData[data.player] =
.(/)
attackParams = {
attackCycleData = {
lungeMult = ,
slowMult = ,
slowTime = ,
knockbackMult = ,
attackTime =
},
knockback = ,
shouldLock = ,
slowTime = ,
shouldLunge = ,
isCritical = ,
weaponDefinition = {
attackCycle = {
[] = {
knockbackMul = ,
slowMult = ,
slowTime = ,
lungeMul = ,
attackTime =
},
[] = {
lungeMult = ,
slowMult = ,
slowTime = ,
knockbackMult = ,
attackTime =
},
[] = {
lungeMult = ,
slowMult = ,
slowTime = ,
knockbackMult = ,
attackTime =
},
[] = {
lungeMult = ,
slowTime = ,
slowMult = ,
hitboxOffsetAdd = .(, , -),
hitboxSizeAdd = .(, , ),
knockbackMult = ,
attackTime =
}
},
attackOrder = {, , , }
},
attackCooldown = ,
shouldSlow = ,
lungeKnockback = ,
hitboxSize = .(, , ),
slowMult = ,
cycleIndex = ,
hitboxOffset = .(, , -),
damage =
}
()
myRoot = (localPlayer.Character)
myRoot {}
results = {}
_, player (Players:())
player == localPlayer
char = player.Character player.CharacterAdded:()
char
root = (char)
root
dist = (root.Position - myRoot.Position).Magnitude
dist <= RADIUS
.(results, {
player = player,
char = char,
root = root,
distance = dist,
direction = (root.Position - myRoot.Position).Unit
})
results
()
currentTool = ()
currentTool
()
attackParams.tool = currentTool
targets = ()
#targets ==
( .. RADIUS .. )
hitTargets = {}
_, t (targets)
.(hitTargets, {
direction = .(t.direction.X, t.direction.Y, t.direction.Z),
isClosestEnemy = ,
origin = .(
localPlayer.Character.HumanoidRootPart.Position.X,
localPlayer.Character.HumanoidRootPart.Position.Y,
localPlayer.Character.HumanoidRootPart.Position.Z
),
enemyModel = t.char,
distance = t.distance,
knockback =
})
args = {
,
attackParams,
hitTargets
}
events = ReplicatedStorage:()
events
()
func = events:()
func
()
func:((args))
( .. #hitTargets .. .. RADIUS)
()
player, data (highlightData)
(data)
highlightData = {}
targets = ()
#targets ==
( .. RADIUS .. )
_, t (targets)
box, halo = (t.char, t.root)
offsetBox = .(, , )
offsetHalo = .(, , ) * .(.(), , )
connection = (box, halo, t.root, offsetBox, offsetHalo)
highlightData[t.player] = {
player = t.player,
box = box,
halo = halo,
connection = connection,
startTime = ()
}
( .. #targets .. .. HIGHLIGHT_DURATION .. )
.(HIGHLIGHT_DURATION, ()
_, t (targets)
data = highlightData[t.player]
data
(data)
)
UserInputService.InputBegan:((input, gameProcessed)
gameProcessed
input.KeyCode == KILL_KEY
()
input.KeyCode == HIGHLIGHT_KEY
()
)
if you press f or r you get kill in radius(adjustable) and highlight(too),WARNING: Made with AI,highlight is buggy but works(ITS GAME ON SLIENT ASSASSINS,NOT UNIVERSAL

Universal