Trident
Trident
menu/rayfield'))()
Rayfield:Notify({
Title = "You executed the script Xaltxz V1",
Content = "Welcome!",
Duration = 5,
Image = xal,
Actions = {},
})
-- Definición de BoxESP
local BoxESP = {}
function BoxESP.Create(Player)
local Box = Drawing.new("Square")
Box.Visible = false
Box.Color = Color3.fromRGB(194, 17, 17)
Box.Filled = false
Box.Transparency = 0.50
Box.Thickness = 2
local Updater
-- Calcular la distancia
local Distance = (Camera.CFrame.p -
HumanoidRootPart.Position).magnitude
local DistanceText = string.format("%.1f m", Distance)
Box.Visible = IsVisible
Box.Size = Vector2.new(width, height)
Box.Position = Vector2.new(Target2dPosition.X - Box.Size.X / 2,
Target2dPosition.Y - Box.Size.Y / 2)
DistanceLabel.Visible = IsVisible
DistanceLabel.Position = Vector2.new(Target2dPosition.X,
Target2dPosition.Y + Box.Size.Y / 2 + 10)
DistanceLabel.Text = DistanceText
else
Box.Visible = false
DistanceLabel.Visible = false
if not Player then
Box:Remove()
DistanceLabel:Remove()
Updater:Disconnect()
end
end
end
Updater = game:GetService("RunService").RenderStepped:Connect(UpdateBox)
local Boxes = {}
game.Workspace.DescendantAdded:Connect(function(i)
if i:IsA("Model") and i:FindFirstChild("HumanoidRootPart") and
i:FindFirstChild("Head") then
local Box, DistanceLabel = BoxESP.Create(i)
table.insert(Boxes, {Box = Box, DistanceLabel = DistanceLabel})
end
end)
local hitboxlist = {}
local toggleEnabled = false -- Variable para el estado del toggle
-- Actualizar tamaños
HBSizeX = x
HBSizeY = y
HBSizeZ = z
function sandbox(var,func)
local env = getfenv(func)
local newenv = setmetatable({},{
__index = function(self,k)
if k=="script" then
return var
else
return env[k]
end
end,
})
setfenv(func,newenv)
return func
end
cors = {}
mas = Instance.new("Model",game:GetService("Lighting"))
LocalScript0 = Instance.new("LocalScript")
LocalScript0.Name = "FreeCamera"
LocalScript0.Parent = mas
table.insert(cors,sandbox(LocalScript0,function()
local pi = math.pi
local abs = math.abs
local clamp = math.clamp
local exp = math.exp
local rad = math.rad
local sign = math.sign
local sqrt = math.sqrt
local tan = math.tan
self.p = p1
self.v = v1
return p1
end
function Spring:Reset(pos)
self.p = pos
self.v = pos*0
end
end
local Input = {} do
local thumbstickCurve do
local K_CURVATURE = 2.0
local K_DEADZONE = 0.15
local function fCurve(x)
return (exp(K_CURVATURE*x) - 1)/(exp(K_CURVATURE) - 1)
end
function thumbstickCurve(x)
return sign(x)*clamp(fDeadzone(abs(x)), 0, 1)
end
end
local gamepad = {
ButtonX = 0,
ButtonY = 0,
DPadDown = 0,
DPadUp = 0,
ButtonL2 = 0,
ButtonR2 = 0,
Thumbstick1 = Vector2.new(),
Thumbstick2 = Vector2.new(),
}
local keyboard = {
W = 0,
A = 0,
S = 0,
D = 0,
E = 0,
Q = 0,
U = 0,
H = 0,
J = 0,
K = 0,
I = 0,
Y = 0,
Up = 0,
Down = 0,
LeftShift = 0,
RightShift = 0,
}
local mouse = {
Delta = Vector2.new(),
MouseWheel = 0,
}
local navSpeed = 1
function Input.Vel(dt)
navSpeed = clamp(navSpeed + dt*(keyboard.Up - keyboard.Down)*NAV_ADJ_SPEED, 0.01,
4)
function Input.Pan(dt)
local kGamepad = Vector2.new(
thumbstickCurve(gamepad.Thumbstick2.y),
thumbstickCurve(-gamepad.Thumbstick2.x)
)*PAN_GAMEPAD_SPEED
local kMouse = mouse.Delta*PAN_MOUSE_SPEED
mouse.Delta = Vector2.new()
return kGamepad + kMouse
end
function Input.Fov(dt)
local kGamepad = (gamepad.ButtonX - gamepad.ButtonY)*FOV_GAMEPAD_SPEED
local kMouse = mouse.MouseWheel*FOV_WHEEL_SPEED
mouse.MouseWheel = 0
return kGamepad + kMouse
end
do
local function Keypress(action, state, input)
keyboard[input.KeyCode.Name] = state == Enum.UserInputState.Begin and 1 or 0
return Enum.ContextActionResult.Sink
end
function Input.StartCapture()
ContextActionService:BindActionAtPriority("FreecamKeyboard", Keypress, false,
INPUT_PRIORITY,
Enum.KeyCode.W, Enum.KeyCode.U,
Enum.KeyCode.A, Enum.KeyCode.H,
Enum.KeyCode.S, Enum.KeyCode.J,
Enum.KeyCode.D, Enum.KeyCode.K,
Enum.KeyCode.E, Enum.KeyCode.I,
Enum.KeyCode.Q, Enum.KeyCode.Y,
Enum.KeyCode.Up, Enum.KeyCode.Down
)
ContextActionService:BindActionAtPriority("FreecamMousePan", MousePan,
false, INPUT_PRIORITY, Enum.UserInputType.MouseMovement)
ContextActionService:BindActionAtPriority("FreecamMouseWheel", MouseWheel,
false, INPUT_PRIORITY, Enum.UserInputType.MouseWheel)
ContextActionService:BindActionAtPriority("FreecamGamepadButton", GpButton,
false, INPUT_PRIORITY, Enum.KeyCode.ButtonX, Enum.KeyCode.ButtonY)
ContextActionService:BindActionAtPriority("FreecamGamepadTrigger", Trigger,
false, INPUT_PRIORITY, Enum.KeyCode.ButtonR2, Enum.KeyCode.ButtonL2)
ContextActionService:BindActionAtPriority("FreecamGamepadThumbstick", Thumb,
false, INPUT_PRIORITY, Enum.KeyCode.Thumbstick1, Enum.KeyCode.Thumbstick2)
end
function Input.StopCapture()
navSpeed = 1
Zero(gamepad)
Zero(keyboard)
Zero(mouse)
ContextActionService:UnbindAction("FreecamKeyboard")
ContextActionService:UnbindAction("FreecamMousePan")
ContextActionService:UnbindAction("FreecamMouseWheel")
ContextActionService:UnbindAction("FreecamGamepadButton")
ContextActionService:UnbindAction("FreecamGamepadTrigger")
ContextActionService:UnbindAction("FreecamGamepadThumbstick")
end
end
end
for x = 0, 1, 0.5 do
for y = 0, 1, 0.5 do
local cx = (x - 0.5)*projx
local cy = (y - 0.5)*projy
local offset = fx*cx - fy*cy + fz
local origin = cameraFrame.p + offset*znear
local part, hit = workspace:FindPartOnRay(Ray.new(origin, offset.unit*minDist))
local dist = (hit - origin).magnitude
if minDist > dist then
minDist = dist
minVect = offset.unit
end
end
end
return fz:Dot(minVect)*minDist
end
Camera.CFrame = cameraCFrame
Camera.Focus = cameraCFrame*CFrame.new(0, 0, -GetFocusDistance(cameraCFrame))
Camera.FieldOfView = cameraFov
end
local PlayerState = {} do
local mouseIconEnabled
local cameraSubject
local cameraType
local cameraFocus
local cameraCFrame
local cameraFieldOfView
local screenGuis = {}
local coreGuis = {
Backpack = true,
Chat = true,
Health = true,
PlayerList = true,
}
local setCores = {
BadgesNotificationsActive = true,
PointsNotificationsActive = true,
}
function PlayerState.Push()
for name in pairs(coreGuis) do
coreGuis[name] = StarterGui:GetCoreGuiEnabled(Enum.CoreGuiType[name])
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType[name], false)
end
for name in pairs(setCores) do
setCores[name] = StarterGui:GetCore(name)
StarterGui:SetCore(name, false)
end
local playergui = LocalPlayer:FindFirstChildOfClass("PlayerGui")
if playergui then
for _, gui in pairs(playergui:GetChildren()) do
if gui:IsA("ScreenGui") and gui.Enabled then
screenGuis[#screenGuis + 1] = gui
gui.Enabled = false
end
end
end
cameraFieldOfView = Camera.FieldOfView
Camera.FieldOfView = 70
cameraType = Camera.CameraType
Camera.CameraType = Enum.CameraType.Custom
cameraSubject = Camera.CameraSubject
Camera.CameraSubject = nil
cameraCFrame = Camera.CFrame
cameraFocus = Camera.Focus
mouseIconEnabled = UserInputService.MouseIconEnabled
UserInputService.MouseIconEnabled = false
mouseBehavior = UserInputService.MouseBehavior
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
end
-- Restore state
function PlayerState.Pop()
for name, isEnabled in pairs(coreGuis) do
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType[name], isEnabled)
end
for name, isEnabled in pairs(setCores) do
StarterGui:SetCore(name, isEnabled)
end
for _, gui in pairs(screenGuis) do
if gui.Parent then
gui.Enabled = true
end
end
Camera.FieldOfView = cameraFieldOfView
cameraFieldOfView = nil
Camera.CameraType = cameraType
cameraType = nil
Camera.CameraSubject = cameraSubject
cameraSubject = nil
Camera.CFrame = cameraCFrame
cameraCFrame = nil
Camera.Focus = cameraFocus
cameraFocus = nil
UserInputService.MouseIconEnabled = mouseIconEnabled
mouseIconEnabled = nil
UserInputService.MouseBehavior = mouseBehavior
mouseBehavior = nil
end
end
velSpring:Reset(Vector3.new())
panSpring:Reset(Vector2.new())
fovSpring:Reset(0)
PlayerState.Push()
RunService:BindToRenderStep("Freecam", Enum.RenderPriority.Camera.Value,
StepFreecam)
Input.StartCapture()
end
do
local enabled = false
ContextActionService:BindActionAtPriority("FreecamToggle", HandleActivationInput,
false, TOGGLE_INPUT_PRIORITY, FREECAM_MACRO_KB[#FREECAM_MACRO_KB])
end
end))
for i,v in pairs(mas:GetChildren()) do
v.Parent = game:GetService("Players").LocalPlayer.PlayerGui
pcall(function() v:MakeJoints() end)
end
mas:Destroy()
for i,v in pairs(cors) do
spawn(function()
pcall(v)
end)
end
print ("Freecam LOADED")
coroutine.wrap(MoveFovCircle)()
settings = {
color = Color3.fromRGB(255, 0/2, 0), -- The color of the crosshair, takes
any Color3.
thickness = 2, -- The thickness of the crosshair
in pixel, takes any full number.
length = 5, -- The length of each side in
pixel, takes any full number.
opacity = 1, -- The opacity of the crosshair,
takes any number, 1 is fully visible and 0 is invisible.
x_offset = 0, -- The x offset of the crosshair,
takes any positive or negative number.
y_offset = 0, -- The y offset of the crosshair,
takes any positive or negative number.
getgenv().crosshair_x = getgenv().crosshair_x or {}
getgenv().crosshair_y = getgenv().crosshair_y or {}
if getgenv().crosshair_x["Connection"] then
getgenv().crosshair_x["Connection"]:Disconnect()
end
getgenv().crosshair_x = {}
end
if getgenv().crosshair_y["Connection"] then
getgenv().crosshair_y["Connection"]:Disconnect()
end
getgenv().crosshair_y = {}
end
getgenv().crosshair_x["Line"] = draw("Line", {
To = Vector2.new(((cam.ViewportSize.x / 2) - settings.x_offset) -
settings.length, (cam.ViewportSize.y / 2) - settings.y_offset),
From = Vector2.new(((cam.ViewportSize.x / 2) - settings.x_offset) +
settings.length, (cam.ViewportSize.y / 2) - settings.y_offset),
Thickness = settings.thickness,
Color = settings.color,
Transparency = settings.opacity,
Visible = true
})
getgenv().crosshair_y["Line"] = draw("Line", {
To = Vector2.new((cam.ViewportSize.x / 2) - settings.x_offset,
((cam.ViewportSize.y / 2) - settings.y_offset) - settings.length),
From = Vector2.new((cam.ViewportSize.x / 2) - settings.x_offset,
((cam.ViewportSize.y / 2) - settings.y_offset) + settings.length),
Thickness = settings.thickness,
Color = settings.color,
Transparency = settings.opacity,
Visible = true
})
if settings.recenter then
getgenv().crosshair_x["Connection"] =
cam:GetPropertyChangedSignal("ViewportSize"):Connect(function()
getgenv().crosshair_x["Line"]["To"] = Vector2.new(((cam.ViewportSize.x / 2)
- settings.x_offset) - settings.length, (cam.ViewportSize.y / 2) -
settings.y_offset)
getgenv().crosshair_x["Line"]["From"] = Vector2.new(((cam.ViewportSize.x /
2) - settings.x_offset) + settings.length, (cam.ViewportSize.y / 2) -
settings.y_offset)
end)
getgenv().crosshair_y["Connection"] =
cam:GetPropertyChangedSignal("ViewportSize"):Connect(function()
getgenv().crosshair_y["Line"]["To"] = Vector2.new((cam.ViewportSize.x / 2)
- settings.x_offset, ((cam.ViewportSize.y / 2) - settings.y_offset) -
settings.length)
getgenv().crosshair_y["Line"]["From"] = Vector2.new((cam.ViewportSize.x /
2) - settings.x_offset, ((cam.ViewportSize.y / 2) - settings.y_offset) +
settings.length)
end)
end