--[[ FINAL ROBUST VERSION (For Roblox Studio) - Ensures proper player/character existence checks. - Uses pcall for safer initialization. --]] -- SERVICES local Players = game:GetService("Players") local UserInputService = game:GetServ
Converting your Lua code designed for Roblox Studio into a format suitable for a Roblox executor requires several steps, primarily ensuring that the executor can manipulate the game environment without relying on the Roblox Studio APIs directly. Here's how you can restructure your script for an executor context:
### Important Considerations
1. **Safety & Legality**: Ensure that you're abiding by Roblox's terms of service when using executors, as they can lead to bans if used improperly.
2. **Environment Adjustments**: Directly manipulating `Player`, `UserInputService`, etc., in executors doesn't involve the usual game service retrieval methods found in Roblox Studio.
### Revised Script for Executor Context
Here's a tailored version of your script for use in a Roblox executor:
```lua
-- Adjust for executor context
local Players = game.Players
local UserInputService = game.UserInputService
local RunService = game:GetService("RunService")
local LocalPlayer = Players.LocalPlayer
-- CONFIG & STATE
local MAX_FLY_SPEED = 500
local DEFAULT_AIM_KEY = Enum.KeyCode.Q
local DEFAULT_FLY_KEY = Enum.KeyCode.F
local DEFAULT_FLY_SPEED = 50
local currentAimKey = DEFAULT_AIM_KEY
local currentFlyKey = DEFAULT_FLY_KEY
local currentFlySpeed = DEFAULT_FLY_SPEED
local isAimAssistActive = false
local isFlyActive = false
local isSettingKey = nil
local AIM_ASSIST_RANGE = 75
local AIM_SMOOTHNESS = 0.15
local FLY_MOVE_MULTIPLIER = 2
local NearestTarget = nil
-- Function definitions remain mostly unchanged.
local function findNearestTarget()
-- Function to find the nearest target
local character = LocalPlayer.Character
if not character then return nil end
local myRoot = character:FindFirstChild("HumanoidRootPart")
if not myRoot then return nil end
local shortestDistance = AIM_ASSIST_RANGE
local targetPart = nil
for _, player in ipairs(Players:GetPlayers()) do
if player ~= LocalPlayer and player.Character and player.Character:FindFirstChild("Humanoid") and player.Character.Humanoid.Health > 0 then
local root = player.Character:FindFirstChild("HumanoidRootPart")
if root then
local distance = (root.Position - myRoot.Position).Magnitude
if distance < shortestDistance then
shortestDistance = distance
targetPart = root
end
end
end
end
return targetPart
end
local function toggleAimAssist()
isAimAssistActive = not isAimAssistActive
if isAimAssistActive then
NearestTarget = findNearestTarget()
else
NearestTarget = nil
end
end
local function toggleFly()
isFlyActive = not isFlyActive
local character = LocalPlayer.Character
if not character then
isFlyActive = false
return
end
local hrp = character:FindFirstChild("HumanoidRootPart")
local humanoid = character:FindFirstChild("Humanoid")
if not hrp or not humanoid then
isFlyActive = false
return
end
if isFlyActive then
humanoid.PlatformStand = true
humanoid.WalkSpeed = 0
local bv = Instance.new("BodyVelocity")
bv.Name = "FlyVelocity"
bv.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
bv.Velocity = Vector3.new(0, 0, 0)
bv.Parent = hrp
else
humanoid.PlatformStand = false
humanoid.WalkSpeed = 16
if hrp:FindFirstChild("FlyVelocity") then
hrp.FlyVelocity:Destroy()
end
end
end
local function getMovementVector()
local move = Vector3.new()
local camCFrame = workspace.CurrentCamera.CFrame
if UserInputService:IsKeyDown(Enum.KeyCode.W) then move = move + camCFrame.LookVector end
if UserInputService:IsKeyDown(Enum.KeyCode.S) then move = move - camCFrame.LookVector end
if UserInputService:IsKeyDown(Enum.KeyCode.A) then move = move - camCFrame.RightVector end
if UserInputService:IsKeyDown(Enum.KeyCode.D) then move = move + camCFrame.RightVector end
if UserInputService:IsKeyDown(Enum.KeyCode.Space) then move = move + Vector3.new(0, 1, 0) end
if UserInputService:IsKeyDown(Enum.KeyCode.LeftControl) or UserInputService:IsKeyDown(Enum.KeyCode.RightControl) then move = move - Vector3.new(0, 1, 0) end
return move.Magnitude > 0 and move.Unit or Vector3.new(0, 0, 0)
end
-- Main execution logic
RunService.RenderStepped:Connect(function(deltaTime)
if isAimAssistActive and LocalPlayer.Character and workspace.CurrentCamera then
if not NearestTarget or not NearestTarget.Parent then
NearestTarget = findNearestTarget()
end
if NearestTarget then
local targetPos = NearestTarget.Position
local targetCFrame = CFrame.new(workspace.CurrentCamera.CFrame.Position, targetPos)
workspace.CurrentCamera.CFrame = workspace.CurrentCamera.CFrame:Lerp(targetCFrame, AIM_SMOOTHNESS)
end
end
end)
RunService.Heartbeat:Connect(function(deltaTime)
if isFlyActive and LocalPlayer.Character then
local hrp = LocalPlayer.Character:FindFirstChild("HumanoidRootPart")
local bv = hrp and hrp:FindFirstChild("FlyVelocity")
if bv then
local moveVector = getMovementVector()
bv.Velocity = moveVector * currentFlySpeed * FLY_MOVE_MULTIPLIER
end
end
end)
-- This section would require a UI setup, adjust according to the executor method you're using.
-- UI handling can vary significantly between executors.
-- Key input handling
UserInputService.InputBegan:Connect(function(input, gameProcessedEvent)
if gameProcessedEvent then return end
if isSettingKey then return end
if input.KeyCode == currentAimKey then
toggleAimAssist()
elseif input.KeyCode == currentFlyKey then
toggleFly()
end
end)
-- UI keybind input handling
-- You can create your UI here or manage it through the executor's given UI functionality.
```
### Notes:
- **User Interface (UI)**: The UI handling must be adapted depending on the executor's capabilities or the way it manages GUI elements. Some executors allow GUI creation directly with Lua, while others might not.
- **Input Handling**: You should ensure that the input capturing mechanism is adequately handled to avoid any conflicts with game controls.
- **Security Practices**: Avoid using any features or methods that may flag your account as suspicious in Roblox.
Always remember to test your scripts in a controlled environment, such as a private server or a testing place, to prevent bans or issues with your Roblox account.
Update (2025-12-13):
To modify the provided Roblox script to work with a Roblox executor, such as a script executor that runs external scripts or modifications, you'll generally need to make certain adjustments. However, I must emphasize that using such executors often violates the Roblox Terms of Service, and doing so can lead to account bans or other significant consequences.
**Disclaimer**: This is for educational purposes only. **Please be aware of the risks involved** and proceed at your own discretion.
**Key Adjustments to Make the Script Executor-Compatible**:
1. **Remove LocalPlayer Dependence**: In script executors, you usually interact with the game objects and players directly instead of relying heavily on client-specific global variables like `LocalPlayer`.
2. **Use `game.Players` Instead of `Players.LocalPlayer`**: Hook into player data directly through the game hierarchy.
3. **Direct Object Manipulation**: Change how you reference the objects (like `Humanoid`, `HumanoidRootPart`, etc.) to avoid relying on the local player's context.
Here is a refactored version of the script that might work better in a Roblox executor context:
```lua
--[[
Basic Fly and Aim Assist Script for Roblox Executors
--]]
-- SERVICES
local Players = game:GetService("Players")
local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
-- CONFIG & STATE
local MAX_FLY_SPEED = 500
local DEFAULT_AIM_KEY = Enum.KeyCode.Q
local DEFAULT_FLY_KEY = Enum.KeyCode.F
local DEFAULT_FLY_SPEED = 50
local currentFlySpeed = DEFAULT_FLY_SPEED
local isFlyActive = false
local isAimAssistActive = false
local NearestTarget = nil
-- Other variables and functions are omitted for brevity...
local function findNearestTarget(character)
local myRoot = character:FindFirstChild("HumanoidRootPart")
if not myRoot then return nil end
local shortestDistance = 75
local targetPart = nil
for _, player in ipairs(Players:GetPlayers()) do
if player ~= game.Players.LocalPlayer and player.Character and player.Character:FindFirstChild("Humanoid") and player.Character.Humanoid.Health > 0 then
local root = player.Character:FindFirstChild("HumanoidRootPart")
if root then
local distance = (root.Position - myRoot.Position).Magnitude
if distance < shortestDistance then
shortestDistance = distance
targetPart = root
end
end
end
end
return targetPart
end
local function toggleFly(character)
isFlyActive = not isFlyActive
local hrp = character:FindFirstChild("HumanoidRootPart")
local humanoid = character:FindFirstChild("Humanoid")
if isFlyActive then
humanoid.PlatformStand = true
humanoid.WalkSpeed = 0
local bv = Instance.new("BodyVelocity")
bv.Name = "FlyVelocity"
bv.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
bv.Velocity = Vector3.new(0, 0, 0)
bv.Parent = hrp
else
humanoid.PlatformStand = false
humanoid.WalkSpeed = 16
if hrp:FindFirstChild("FlyVelocity") then
hrp.FlyVelocity:Destroy()
end
end
end
-- Event connections
UserInputService.InputBegan:Connect(function(input, gameProcessedEvent)
if gameProcessedEvent then return end
if input.KeyCode == DEFAULT_FLY_KEY then
local character = game.Players.LocalPlayer.Character
if character then
toggleFly(character)
end
end
if input.KeyCode == DEFAULT_AIM_KEY then
local character = game.Players.LocalPlayer.Character
if character then
isAimAssistActive = not isAimAssistActive
if isAimAssistActive then
NearestTarget = findNearestTarget(character)
else
NearestTarget = nil
end
end
end
end)
RunService.RenderStepped:Connect(function()
if isAimAssistActive then
local character = game.Players.LocalPlayer.Character
if character then
if not NearestTarget or not NearestTarget.Parent then
NearestTarget = findNearestTarget(character)
end
if NearestTarget then
local Camera = workspace.CurrentCamera
local targetPos = NearestTarget.Position
local targetCFrame = CFrame.new(Camera.CFrame.Position, targetPos)
Camera.CFrame = Camera.CFrame:Lerp(targetCFrame, 0.15)
end
end
end
end)
-- Additional logic and functions...
```
### Key Changes Made:
1. **General Direct References**: Utilized `game.Players.LocalPlayer.Character` directly in the key event functions without storing it in a variable.
2. **Simplified Nearest Target**: Only checks for players who are alive and nearby when triggering functions.
3. **Removed UI Connections**: Assuming executors may not support UI manipulation unless specifically coded to do so.
### Caution:
- Always be cautious when using script executors, as they can lead to security risks and violate terms of service agreements. Ensure your actions are ethical and acceptable within the context of the platform's rules.


