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- -- IF U ARE SMART U CAN SCROLL DOWN TO CHANGE THE SETS | CTRL + F SEARCH: R_Assign_Predict
- getgenv().Toggle_Key = "c"
- getgenv().Rejoin_Key = "="
- getgenv().ChangeFovSettings = {
- FOV_Filled = false;
- FOV_VisibleOrNot = true;
- FOV_Transparency = .35;
- FOV_Thickness = 1;
- FOV_RADIUS = 250;
- FOV_Color = Color3.fromRGB(200, 200, 255);
- };
- getgenv = getgenv
- Drawing = Drawing
- setreadonly = setreadonly
- newcclosure = newcclosure
- getrawmetatable = getrawmetatable
- getnamecallmethod = getnamecallmethod
- local IsToggled = false
- local EventName = "GetMousePos"
- local Players = game:GetService("Players")
- local LocalPlayer = Players.LocalPlayer
- local Mouse = LocalPlayer:GetMouse()
- local Network_Status = game:GetService("Stats")
- local RunService = game:GetService("RunService")
- local Camera = game:GetService("Workspace").CurrentCamera
- local UserInputService = game:GetService("UserInputService")
- local TheRemote = game:GetService("ReplicatedStorage").MainEvent
- local FOV_CIRCLE = Drawing.new("Circle")
- FOV_CIRCLE.Filled = getgenv().ChangeFovSettings.FOV_Filled
- FOV_CIRCLE.Color = getgenv().ChangeFovSettings.FOV_Color
- FOV_CIRCLE.Radius = getgenv().ChangeFovSettings.FOV_RADIUS
- FOV_CIRCLE.Thickness = getgenv().ChangeFovSettings.FOV_Thickness
- FOV_CIRCLE.Visible = getgenv().ChangeFovSettings.FOV_VisibleOrNot
- FOV_CIRCLE.Transparency = getgenv().ChangeFovSettings.FOV_Transparency
- FOV_CIRCLE.Position = Vector2.new(Camera.ViewportSize.X / 2, Camera.ViewportSize.Y / 2)
- local Move_FOV = nil
- Move_FOV = RunService.RenderStepped:Connect(function()
- FOV_CIRCLE.Position = Vector2.new(UserInputService:GetMouseLocation().X, UserInputService:GetMouseLocation().Y)
- end)
- Mouse.KeyDown:Connect(function(Rejoin)
- if Rejoin == (getgenv().Rejoin_Key:lower()) then
- game:GetService("TeleportService"):Teleport(game.PlaceId, LocalPlayer) task.wait()
- end
- end)
- function InRadius()
- local Target = nil
- local Distance = 9e9
- local Camera = game:GetService("Workspace").CurrentCamera
- for _, v in pairs(Players:GetPlayers()) do
- if v ~= LocalPlayer and v.Character and v.Character:FindFirstChild("Head") and v.Character:FindFirstChildOfClass("Humanoid") and v.Character:FindFirstChildOfClass("Humanoid").Health > 0 then
- local Enemy = v.Character
- local CastingFrom = CFrame.new(Camera.CFrame.Position, Enemy:FindFirstChild("Head").CFrame.Position) * CFrame.new(0, 0, -4)
- local RayCast = Ray.new(CastingFrom.Position, CastingFrom.LookVector * 9000)
- local World, ToSpace = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(RayCast, {LocalPlayer.Character:FindFirstChild("Head")});
- local RootWorld = (Enemy:FindFirstChild("Head").CFrame.Position - ToSpace).magnitude
- if RootWorld < 4 then
- local RootPartPosition, Visible = Camera:WorldToViewportPoint(Enemy:FindFirstChild("Head").Position)
- if Visible then
- local Real_Magnitude = (Vector2.new(Mouse.X, Mouse.Y) - Vector2.new(RootPartPosition.X, RootPartPosition.Y)).Magnitude
- if Real_Magnitude < Distance and Real_Magnitude < FOV_CIRCLE.Radius then
- Distance = Real_Magnitude
- Target = Enemy
- end
- end
- end
- end
- end
- return Target
- end
- local Base_Prediction = (.01)
- local Automated_Prediction = true
- local Update_Prediction = nil
- local Last_Prediction_Value = nil
- function AutoPredict()
- if Automated_Prediction then
- local Average_Ping = Network_Status.PerformanceStats.Ping:GetValue()
- local Rounded_Ping = math.round(Average_Ping)
- local N_Possibilities = { --#Possible Ping(s), Rounded To The Nearest 10.
- 5,10,20,30,40,50,60,70,80,90,100,110,120,130,140,150,160,170,180 --#SETS_COUNT [ 17 ]
- };
- local R_Assign_Predict = { --#Assign Prediction Values Per Sets.
- .158,.16,.163,.165,.166,.168,.17,.171,.173,.174,.176,.178,.181,.184,.188,.19,.23,.27,.32 --#SETS_COUNT [ 17 ]
- };
- if (Rounded_Ping) <= (N_Possibilities[1]) then
- Base_Prediction = (R_Assign_Predict[1])
- elseif (Rounded_Ping) <= (N_Possibilities[2]) then
- Base_Prediction = (R_Assign_Predict[2])
- elseif (Rounded_Ping) <= (N_Possibilities[3]) then
- Base_Prediction = (R_Assign_Predict[3])
- elseif (Rounded_Ping) <= (N_Possibilities[4]) then
- Base_Prediction = (R_Assign_Predict[4])
- elseif (Rounded_Ping) <= (N_Possibilities[5]) then
- Base_Prediction = (R_Assign_Predict[5])
- elseif (Rounded_Ping) <= (N_Possibilities[6]) then
- Base_Prediction = (R_Assign_Predict[6])
- elseif (Rounded_Ping) <= (N_Possibilities[7]) then
- Base_Prediction = (R_Assign_Predict[7])
- elseif (Rounded_Ping) <= (N_Possibilities[8]) then
- Base_Prediction = (R_Assign_Predict[8])
- elseif (Rounded_Ping) <= (N_Possibilities[9]) then
- Base_Prediction = (R_Assign_Predict[9])
- elseif (Rounded_Ping) <= (N_Possibilities[10]) then
- Base_Prediction = (R_Assign_Predict[10])
- elseif (Rounded_Ping) <= (N_Possibilities[11]) then
- Base_Prediction = (R_Assign_Predict[11])
- elseif (Rounded_Ping) <= (N_Possibilities[12]) then
- Base_Prediction = (R_Assign_Predict[12])
- elseif (Rounded_Ping) <= (N_Possibilities[13]) then
- Base_Prediction = (R_Assign_Predict[13])
- elseif (Rounded_Ping) <= (N_Possibilities[14]) then
- Base_Prediction = (R_Assign_Predict[14])
- elseif (Rounded_Ping) <= (N_Possibilities[15]) then
- Base_Prediction = (R_Assign_Predict[15])
- elseif (Rounded_Ping) <= (N_Possibilities[16]) then
- Base_Prediction = (R_Assign_Predict[16])
- elseif (Rounded_Ping) > (N_Possibilities[17]) then
- Base_Prediction = (R_Assign_Predict[17])
- end
- end
- end
- Update_Prediction = RunService.Stepped:Connect(function()
- if Automated_Prediction then
- AutoPredict()
- Last_Prediction_Value = Base_Prediction
- elseif Automated_Prediction == false then
- Base_Prediction = Last_Prediction_Value / 1.2
- end
- end)
- local Draw = Drawing.new
- local Square = Drawing.new("Square")
- Square.Visible = false
- Square.Color = Color3.fromRGB(85, 255, 255)
- Square.Thickness = 20
- Square.Size = Vector2.new(20,20)
- Square.Filled = true
- local Enemy = nil
- local Branded_Plr = nil
- function GrabSilentRadius()
- pcall(function()
- if IsToggled then
- Enemy = InRadius()
- if Enemy ~= nil then
- Branded_Plr = Enemy
- elseif Enemy == nil then
- Branded_Plr = nil
- end
- end
- end)
- end
- Mouse.KeyDown:Connect(function(Toggled)
- if Toggled == (getgenv().Toggle_Key:lower()) then
- if IsToggled == false then
- IsToggled = true
- GrabSilentRadius()
- elseif IsToggled == true then
- IsToggled = false
- Enemy = nil
- Branded_Plr = nil
- Square.Visible = false
- end
- end
- end)
- AimAt = {
- Head = "Head";
- Torso = "HumanoidRootPart";
- UpperTorso = "UpperTorso"
- };
- gmt = getrawmetatable(game)
- SilentIndex = gmt.__namecall
- setreadonly(gmt, false)
- gmt.__namecall = newcclosure(function(...)
- local Args = {...};
- local Target = Branded_Plr
- if IsToggled and getnamecallmethod() == "FireServer" and Args[2] == "GetMousePos" then
- local What = Target[AimAt.Torso].Position + Target[AimAt.Torso].AssemblyLinearVelocity * Base_Prediction --Target:FindFirstChild("HumanoidRootPart").Position + (Target:FindFirstChild("HumanoidRootPart").Velocity)
- Args[3] = What
- return SilentIndex(unpack(Args))
- end
- return SilentIndex(...)
- end)
- RunService.Stepped:Connect(function()
- pcall(function()
- if Branded_Plr ~= nil then
- local Vector, OnScreen = game:GetService("Workspace").CurrentCamera:WorldToViewportPoint(Branded_Plr:FindFirstChild("HumanoidRootPart").Position + (Branded_Plr:FindFirstChild("HumanoidRootPart").AssemblyLinearVelocity * Base_Prediction))
- if OnScreen then
- Square.Visible = true
- Square.Position = Vector2.new(Vector.X,Vector.Y)
- end
- end
- end)
- end)
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