} Previews The video below shows how stable and strong the aim lock is and that It's perfect for HvH. LockPart = "Head ", - Body part to lock on LockMode = 1, - 1 = CFrame 2 = mousemoverel Sensitivity2 = 3, - mousemoverel Sensitivity Sensitivity = 0, - Animation length (in seconds) before fully locking onto target □ Introductionįirst of all, to implement the module in your script's environment you must use the function loadstring like below: More detailed information for this project will be documented by time in this README.md document. □ Documentation The documentation for the interactive functions of this module can be found by clicking here or at the following link: Input.MouseMove (function) - Alternative to mousemoverel.So far, the required functions for this module to run will be listed below: Dependencies (required functions & libraries): This project has been written and tested with Synapse X and Electron however, I will attempt my best to modulize support for every exploit. You can re-use / stitch this script or any system of this project into any of your repositories, as long as you credit the developer Exunys. But, that does not mean you own rights to it. This project is completely free and open sourced. This module is used in AirHub V2, if you want to use it to exploit for personal use instead of embedding for development purposes, I recommend you use AirHub. This project is in beta testing, feel free to create pull requests (you will get credited), issues or just contact me on any of my linked platforms. This project's source is optimized, organized and simplified to the maximal level to be executive, fast, stable and precise. This version has a couple of improvements from Aimbot V2, one of the most important ones are optimization and a bunch of rewritten parts for maximal efficiency. Works on all games which use the default character. 圜hanged:connect(function()This project is a universal aim-locking module. If Tool and script.ClassName = “Script” then WeldParts(Parts, PrimaryPart, "Weld", false) Local PrimaryPart = Tool and Tool:FindFirstChild("Handle") and Tool.Handle:IsA("BasePart") and Tool.Handle or script.Parent:IsA("Model") and or Parts Local Tool = GetNearestParent(script, “Tool”) local Parts = GetBricks(script.Parent) Local State = ShouldBreakWeels(script.Parent) WeldTogether(MainPart, Part, JointType, MainPart) – DoNotUnanchor Boolean, if true, will not unachor the model after cmopletion. – MainPart The part to weld the model to (can be in the model). Should be anchored to prevent really horrible results. Local function WeldParts(Parts, MainPart, JointType, DoNotUnanchor) Local NewWeld = Part1:FindFirstChild("qCFrameWeldThingy") or Instance.new(JointType)Ĭ0 = CFrame.new() -Part0.CFrame:inverse() Ĭ1 = RelativeValue and RelativeValue.Value or Part1.CFrame:toObjectSpace(Part0.CFrame) -Part1.CFrame:inverse() * Part0.CFrame - Part1.CFrame:inverse() Local RelativeValue = Part1:FindFirstChild("qRelativeCFrameWeldValue") – Parent of the weld, Defaults to Part0 (so GC is better). – Part1 The second part (Dependent part most of the time). Local function WeldTogether(Part0, Part1, JointType, WeldParent) Local Connected = Part:GetConnectedParts()Įlseif not Item:IsDescendantOf(script.Parent) then This takes the utmost care to not do this. We do not want to break joints of wheels/hinges. Return game.MarketplaceService:GetProductInfo(CFrame.z…CFrame.y…CFrame.x) – Returns the nearest parent of a certain class, or returns nil local Ancestor = Instance Local function GetNearestParent(Instance, ClassName) FunctionToCall(Instance)įor _, Child in next, Instance:GetChildren() do – Calls a function on each of the children of a certain object, using recursion. Local function CallOnChildren(Instance, FunctionToCall) Local NEVER_BREAK_JOINTS = false – If you set this to true it will never break joints (this can create some welding issues, but can save stuff like hinges) Bug fix with existing ROBLOX welds ? Repro by asimo3089 Will reweld on script reparent if the script is initially parented to a tool.Utilizes a recursive algorith to find all parts in the model.Takes careful measure to reduce lag by not having a joint set off or affected by the parts offset from origin.Stores the relative CFrame as a CFrame value.Will work as long as it starts out with the part anchored.This is especially useful for tools that are dropped and then picked up again. If ran more than once it will not create more than one weld. In a local script it will weld, but it will not attempt to handle ancestory changes. This script is designed to be used is a regular script. THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. It will, however, store relatives values and so when tools are reparented, it’ll fix them. – Should work with only ONE copy, seamlessly with weapons, trains, et cetera. – Created by Quenty ( follow me on twitter).
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