0% found this document useful (0 votes)
103 views13 pages

Message

Uploaded by

denuzdaniel6910
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
0% found this document useful (0 votes)
103 views13 pages

Message

Uploaded by

denuzdaniel6910
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
You are on page 1/ 13

--[[

WARNING: Heads up! This script has not been verified by ScriptBlox. Use at
your own risk!
]]
notificationGui = Instance.new("ScreenGui")
notificationGui.Name = "NotificationGui"
notificationGui.Parent = game.Players.LocalPlayer.PlayerGui
local notificationFrame = Instance.new("Frame")
notificationFrame.Size = UDim2.new(0, 200, 0, 50)
notificationFrame.Position = UDim2.new(0, 10, 1, -60)
notificationFrame.AnchorPoint = Vector2.new(0, 1)
notificationFrame.BackgroundColor3 = Color3.new(0, 0, 0)
notificationFrame.BackgroundTransparency = 0.0
notificationFrame.BorderSizePixel = 1
notificationFrame.BorderColor3 = Color3.new(1, 1, 1)
notificationFrame.Parent = notificationGui
local notificationText = Instance.new("TextLabel")
notificationText.Size = UDim2.new(1, -10, 1, -10)
notificationText.Position = UDim2.new(0, 5, 0, 5)
notificationText.BackgroundTransparency = 1
notificationText.Text = "Aquuas Head Hitbox+ESP loaded run it"
notificationText.TextColor3 = Color3.new(1, 1, 1)
notificationText.TextSize = 14
notificationText.Font = Enum.Font.SourceSansBold
notificationText.TextWrapped = true
notificationText.Parent = notificationFrame

local NotificationDuration = 3
local function RemoveNotification()
notificationGui:Destroy()
end
wait(NotificationDuration)
RemoveNotification()

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 = 3

local Updater

local function UpdateBox()


if Player and Player:IsA("Model") and
Player:FindFirstChild("HumanoidRootPart") and Player:FindFirstChild("Head") then
local Target2dPosition, IsVisible =
workspace.CurrentCamera:WorldToViewportPoint(Player.HumanoidRootPart.Position)
local scale_factor = 1 / (Target2dPosition.Z *
math.tan(math.rad(workspace.CurrentCamera.FieldOfView * 0.5)) * 2) * 100
local width, height = math.floor(40 * scale_factor), math.floor(62 *
scale_factor)

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)
else
Box.Visible = false
if not Player then
Box:Remove()
Updater:Disconnect()
end
end
end

Updater = game:GetService("RunService").RenderStepped:Connect(UpdateBox)

return Box
end

local Boxes = {}

local function EnableBoxESP()


for _, Player in pairs(game:GetService("Workspace"):GetChildren()) do
if Player:IsA("Model") and Player:FindFirstChild("HumanoidRootPart") and
Player:FindFirstChild("Head") then
local Box = BoxESP.Create(Player)
table.insert(Boxes, Box)
end
end
end

game.Workspace.DescendantAdded:Connect(function(i)
if i:IsA("Model") and i:FindFirstChild("HumanoidRootPart") and
i:FindFirstChild("Head") then
local Box = BoxESP.Create(i)
table.insert(Boxes, Box)
end
end)

EnableBoxESP()

local SelectPart = "Head"


local HBSizeX = 3
local HBSizeY = 5
local HBSizeZ = 3
local HBTrans = 0.5

local PurpleColor = BrickColor.new("Bright violet")

local hitboxlist = {}

task.spawn(function ()
while wait() do
for v, i in pairs(workspace:GetChildren()) do
if i:FindFirstChild("HumanoidRootPart") and not
i:FindFirstChild("Fake") then
local FakeHead = Instance.new("Part", i)
FakeHead.CFrame = i.HumanoidRootPart.CFrame
FakeHead.Name = SelectPart
FakeHead.Size = Vector3.new(HBSizeX, HBSizeY, HBSizeZ)
FakeHead.Anchored = true
FakeHead.CanCollide = false
FakeHead.Transparency = HBTrans
FakeHead.BrickColor = PurpleColor -- Apply the purple color to the
hitbox part
local subndom = Instance.new("Part", i)
subndom.Name = "Fake"
table.insert(hitboxlist, FakeHead)
table.insert(hitboxlist, subndom)
end
end
end
end)

print("Hitbox script initialized.")

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

local ContextActionService = game:GetService("ContextActionService")


local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local StarterGui = game:GetService("StarterGui")
local UserInputService = game:GetService("UserInputService")

local LocalPlayer = Players.LocalPlayer


if not LocalPlayer then
Players:GetPropertyChangedSignal("LocalPlayer"):Wait()
LocalPlayer = Players.LocalPlayer
end

local Camera = workspace.CurrentCamera


workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function()
local newCamera = workspace.CurrentCamera
if newCamera then
Camera = newCamera
end
end)
local TOGGLE_INPUT_PRIORITY = Enum.ContextActionPriority.Low.Value
local INPUT_PRIORITY = Enum.ContextActionPriority.High.Value
local FREECAM_MACRO_KB = {Enum.KeyCode.LeftShift, Enum.KeyCode.P}

local NAV_GAIN = Vector3.new(1, 1, 1)*64


local PAN_GAIN = Vector2.new(0.75, 1)*8
local FOV_GAIN = 300

local PITCH_LIMIT = rad(90)

local VEL_STIFFNESS = 1.5


local PAN_STIFFNESS = 1.0
local FOV_STIFFNESS = 4.0
local Spring = {} do
Spring.__index = Spring

function Spring.new(freq, pos)


local self = setmetatable({}, Spring)
self.f = freq
self.p = pos
self.v = pos*0
return self
end

function Spring:Update(dt, goal)


local f = self.f*2*pi
local p0 = self.p
local v0 = self.v

local offset = goal - p0


local decay = exp(-f*dt)

local p1 = goal + (v0*dt - offset*(f*dt + 1))*decay


local v1 = (f*dt*(offset*f - v0) + v0)*decay

self.p = p1
self.v = v1

return p1
end

function Spring:Reset(pos)
self.p = pos
self.v = pos*0
end
end

local cameraPos = Vector3.new()


local cameraRot = Vector2.new()
local cameraFov = 0

local velSpring = Spring.new(VEL_STIFFNESS, Vector3.new())


local panSpring = Spring.new(PAN_STIFFNESS, Vector2.new())
local fovSpring = Spring.new(FOV_STIFFNESS, 0)
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

local function fDeadzone(x)


return fCurve((x - K_DEADZONE)/(1 - K_DEADZONE))
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 NAV_GAMEPAD_SPEED = Vector3.new(1, 1, 1)


local NAV_KEYBOARD_SPEED = Vector3.new(1, 1, 1)
local PAN_MOUSE_SPEED = Vector2.new(1, 1)*(pi/64)
local PAN_GAMEPAD_SPEED = Vector2.new(1, 1)*(pi/8)
local FOV_WHEEL_SPEED = 1.0
local FOV_GAMEPAD_SPEED = 0.25
local NAV_ADJ_SPEED = 0.75
local NAV_SHIFT_MUL = 0.25

local navSpeed = 1

function Input.Vel(dt)
navSpeed = clamp(navSpeed + dt*(keyboard.Up - keyboard.Down)*NAV_ADJ_SPEED, 0.01,
4)

local kGamepad = Vector3.new(


thumbstickCurve(gamepad.Thumbstick1.x),
thumbstickCurve(gamepad.ButtonR2) - thumbstickCurve(gamepad.ButtonL2),
thumbstickCurve(-gamepad.Thumbstick1.y)
)*NAV_GAMEPAD_SPEED

local kKeyboard = Vector3.new(


keyboard.D - keyboard.A + keyboard.K - keyboard.H,
keyboard.E - keyboard.Q + keyboard.I - keyboard.Y,
keyboard.S - keyboard.W + keyboard.J - keyboard.U
)*NAV_KEYBOARD_SPEED

local shift = UserInputService:IsKeyDown(Enum.KeyCode.LeftShift) or


UserInputService:IsKeyDown(Enum.KeyCode.RightShift)

return (kGamepad + kKeyboard)*(navSpeed*(shift and NAV_SHIFT_MUL or 1))


end

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

local function GpButton(action, state, input)


gamepad[input.KeyCode.Name] = state == Enum.UserInputState.Begin and 1 or 0
return Enum.ContextActionResult.Sink
end

local function MousePan(action, state, input)


local delta = input.Delta
mouse.Delta = Vector2.new(-delta.y, -delta.x)
return Enum.ContextActionResult.Sink
end

local function Thumb(action, state, input)


gamepad[input.KeyCode.Name] = input.Position
return Enum.ContextActionResult.Sink
end

local function Trigger(action, state, input)


gamepad[input.KeyCode.Name] = input.Position.z
return Enum.ContextActionResult.Sink
end

local function MouseWheel(action, state, input)


mouse[input.UserInputType.Name] = -input.Position.z
return Enum.ContextActionResult.Sink
end

local function Zero(t)


for k, v in pairs(t) do
t[k] = v*0
end
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

local function GetFocusDistance(cameraFrame)


local znear = 0.1
local viewport = Camera.ViewportSize
local projy = 2*tan(cameraFov/2)
local projx = viewport.x/viewport.y*projy
local fx = cameraFrame.rightVector
local fy = cameraFrame.upVector
local fz = cameraFrame.lookVector

local minVect = Vector3.new()


local minDist = 512

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

local function StepFreecam(dt)


local vel = velSpring:Update(dt, Input.Vel(dt))
local pan = panSpring:Update(dt, Input.Pan(dt))
local fov = fovSpring:Update(dt, Input.Fov(dt))

local zoomFactor = sqrt(tan(rad(70/2))/tan(rad(cameraFov/2)))

cameraFov = clamp(cameraFov + fov*FOV_GAIN*(dt/zoomFactor), 1, 120)


cameraRot = cameraRot + pan*PAN_GAIN*(dt/zoomFactor)
cameraRot = Vector2.new(clamp(cameraRot.x, -PITCH_LIMIT, PITCH_LIMIT), cameraRot.y
%(2*pi))

local cameraCFrame = CFrame.new(cameraPos)*CFrame.fromOrientation(cameraRot.x,


cameraRot.y, 0)*CFrame.new(vel*NAV_GAIN*dt)
cameraPos = cameraCFrame.p

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

local function StartFreecam()


local cameraCFrame = Camera.CFrame
cameraRot = Vector2.new(cameraCFrame:toEulerAnglesYXZ())
cameraPos = cameraCFrame.p
cameraFov = Camera.FieldOfView

velSpring:Reset(Vector3.new())
panSpring:Reset(Vector2.new())
fovSpring:Reset(0)

PlayerState.Push()
RunService:BindToRenderStep("Freecam", Enum.RenderPriority.Camera.Value,
StepFreecam)
Input.StartCapture()
end

local function StopFreecam()


Input.StopCapture()
RunService:UnbindFromRenderStep("Freecam")
PlayerState.Pop()
end

do
local enabled = false

local function ToggleFreecam()


if enabled then
StopFreecam()
else
StartFreecam()
end
enabled = not enabled
end

local function CheckMacro(macro)


for i = 1, #macro - 1 do
if not UserInputService:IsKeyDown(macro[i]) then
return
end
end
ToggleFreecam()
end

local function HandleActivationInput(action, state, input)


if state == Enum.UserInputState.Begin then
if input.KeyCode == FREECAM_MACRO_KB[#FREECAM_MACRO_KB] then
CheckMacro(FREECAM_MACRO_KB)
end
end
return Enum.ContextActionResult.Pass
end

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")

local Players = game:GetService("Players")


local LocalPlayer = Players.LocalPlayer
local Mouse = LocalPlayer:GetMouse()
local Camera = workspace.CurrentCamera

local FOV_CIRCLE = Drawing.new("Circle")


FOV_CIRCLE.Visible = true
FOV_CIRCLE.Filled = false
FOV_CIRCLE.Thickness = 1
FOV_CIRCLE.Transparency = 1
FOV_CIRCLE.Color = Color3.new(0, 1, 0)
FOV_CIRCLE.Radius = 80 -- Change this value to adjust the radius of the circle.

local function MoveFovCircle()


pcall(function()
local DoIt = true
spawn(function()
while DoIt do
task.wait()
FOV_CIRCLE.Position = Vector2.new(Mouse.X, (Mouse.Y + 36))
end
end)
end)
end

coroutine.wrap(MoveFovCircle)()

print ("Forcircle LOADED")

settings = {
color = Color3.fromRGB(255, 255/2, 255), -- The color of the crosshair,
takes any Color3.
thickness = 2, -- The thickness of the crosshair
in pixel, takes any full number.
length = 8, -- 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.

recenter = true -- Automatically recenter the


crosshair if your window was resized, this is an option in case it causes lag for
anyone which I highly doubt, if it does for you, then please stop using your
Microwave for Roblox.
}

local cam = workspace.CurrentCamera or workspace:FindFirstChildOfClass("Camera")

getgenv().crosshair_x = getgenv().crosshair_x or {}
getgenv().crosshair_y = getgenv().crosshair_y or {}

local function draw(a1, a2)


local obj = Drawing.new(a1)
for i, v in pairs(a2) do
obj[i] = v
end
return obj
end

if getgenv().crosshair_x ~= nil or getgenv().crosshair_x ~= {} then


if getgenv().crosshair_x["Line"] then
getgenv().crosshair_x["Line"]:Remove()
end

if getgenv().crosshair_x["Connection"] then
getgenv().crosshair_x["Connection"]:Disconnect()
end
getgenv().crosshair_x = {}
end
if getgenv().crosshair_y ~= nil or getgenv().crosshair_y ~= {} then
if getgenv().crosshair_y["Line"] then
getgenv().crosshair_y["Line"]:Remove()
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

You might also like