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Camlock v1

This document defines variables and functions for an aimbot script in Roblox. It sets up variables to store aimbot settings like the aim key and target part. It checks for the closest target player and locks the camera to their position with prediction based on ping. A FOV circle is drawn and the aimlock toggles between on and off when keys are pressed.

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eduardo suarez
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0% found this document useful (0 votes)
1K views4 pages

Camlock v1

This document defines variables and functions for an aimbot script in Roblox. It sets up variables to store aimbot settings like the aim key and target part. It checks for the closest target player and locks the camera to their position with prediction based on ping. A FOV circle is drawn and the aimlock toggles between on and off when keys are pressed.

Uploaded by

eduardo suarez
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
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getgenv().Prediction = 0.

15038
getgenv().AimPart = "HumanoidRootPart"
getgenv().Key = "Q"
getgenv().DisableKey = "P"

getgenv().FOV = true
getgenv().ShowFOV = false
getgenv().FOVSize = 55

--// Variables (Service)

local Players = game:GetService("Players")


local RS = game:GetService("RunService")
local WS = game:GetService("Workspace")
local GS = game:GetService("GuiService")
local SG = game:GetService("StarterGui")

--// Variables (regular)

local LP = Players.LocalPlayer
local Mouse = LP:GetMouse()
local Camera = WS.CurrentCamera
local GetGuiInset = GS.GetGuiInset

local AimlockState = true


local Locked
local Victim

local SelectedKey = getgenv().Key


local SelectedDisableKey = getgenv().DisableKey

--// Notification function

function Notify(tx)
SG:SetCore("SendNotification", {
Title = "Cam Lock Enabled | .gg/thusky",
Text = tx,
Duration = 5
})
end

--// Check if aimlock is loaded

if getgenv().Loaded == true then


Notify("Aimlock is already loaded!")
return
end

getgenv().Loaded = true

--// FOV Circle

local fov = Drawing.new("Circle")


fov.Filled = false
fov.Transparency = 1
fov.Thickness = 1
fov.Color = Color3.fromRGB(255, 255, 0)
fov.NumSides = 1000
--// Functions

function update()
if getgenv().FOV == true then
if fov then
fov.Radius = getgenv().FOVSize * 2
fov.Visible = getgenv().ShowFOV
fov.Position = Vector2.new(Mouse.X, Mouse.Y + GetGuiInset(GS).Y)

return fov
end
end
end

function WTVP(arg)
return Camera:WorldToViewportPoint(arg)
end

function WTSP(arg)
return Camera.WorldToScreenPoint(Camera, arg)
end

function getClosest()
local closestPlayer
local shortestDistance = math.huge

for i, v in pairs(game.Players:GetPlayers()) do
local notKO = v.Character:WaitForChild("BodyEffects")["K.O"].Value ~= true
local notGrabbed = v.Character:FindFirstChild("GRABBING_COINSTRAINT") ==
nil

if v ~= game.Players.LocalPlayer and v.Character and


v.Character:FindFirstChild("Humanoid") and v.Character.Humanoid.Health ~= 0 and
v.Character:FindFirstChild(getgenv().AimPart) and notKO and notGrabbed then
local pos =
Camera:WorldToViewportPoint(v.Character.PrimaryPart.Position)
local magnitude = (Vector2.new(pos.X, pos.Y) - Vector2.new(Mouse.X,
Mouse.Y)).magnitude

if (getgenv().FOV) then
if (fov.Radius > magnitude and magnitude < shortestDistance) then
closestPlayer = v
shortestDistance = magnitude
end
else
if (magnitude < shortestDistance) then
closestPlayer = v
shortestDistance = magnitude
end
end
end
end
return closestPlayer
end

--// Checks if key is down

Mouse.KeyDown:Connect(function(k)
SelectedKey = SelectedKey:lower()
SelectedDisableKey = SelectedDisableKey:lower()
if k == SelectedKey then
if AimlockState == true then
Locked = not Locked
if Locked then
Victim = getClosest()

Notify("Locked onto:
"..tostring(Victim.Character.Humanoid.DisplayName))
else
if Victim ~= nil then
Victim = nil

Notify("Unlocked!")
end
end
else
Notify("Aimlock is not enabled!")
end
end
if k == SelectedDisableKey then
AimlockState = not AimlockState
end
end)

--// Loop update FOV and loop camera lock onto target

RS.RenderStepped:Connect(function()
update()
if AimlockState == true then
if Victim ~= nil then
Camera.CFrame = CFrame.new(Camera.CFrame.p,
Victim.Character[getgenv().AimPart].Position +
Victim.Character[getgenv().AimPart].Velocity*getgenv().Prediction)
end
end
end)
while wait() do
if getgenv().AutoPrediction == true then
local pingvalue = game:GetService("Stats").Network.ServerStatsItem["Data
Ping"]:GetValueString()
local split = string.split(pingvalue,'(')
local ping = tonumber(split[1])
if ping < 225 then
getgenv().Prediction = 1.4
elseif ping < 215 then
getgenv().Prediction = 1.2
elseif ping < 205 then
getgenv().Prediction = 1.0
elseif ping < 190 then
getgenv().Prediction = 0.10
elseif ping < 180 then
getgenv().Prediction = 0.12
elseif ping < 170 then
getgenv().Prediction = 0.15
elseif ping < 160 then
getgenv().Prediction = 0.18
elseif ping < 150 then
getgenv().Prediction = 0.110
elseif ping < 140 then
getgenv().Prediction = 0.113
elseif ping < 130 then
getgenv().Prediction = 0.116
elseif ping < 120 then
getgenv().Prediction = 0.120
elseif ping < 110 then
getgenv().Prediction = 0.124
elseif ping < 105 then
getgenv().Prediction = 0.127
elseif ping < 90 then
getgenv().Prediction = 0.130
elseif ping < 80 then
getgenv().Prediction = 0.133
elseif ping < 70 then
getgenv().Prediction = 0.136
elseif ping < 60 then
getgenv().Prediction = 0.15038
elseif ping < 50 then
getgenv().Prediction = 0.15038
elseif ping < 40 then
getgenv().Prediction = 0.145
elseif ping < 30 then
getgenv().Prediction = 0.155
elseif ping < 20 then
getgenv().Prediction = 0.157
end
end
end

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