local Players = game:GetService("Players") local LocalPlayer = Players.LocalPlayer local Mouse = LocalPlayer:GetMouse() local RunService = game:GetService("RunService") local Camera = workspace.CurrentCamera --======================================
To implement a prediction system in your Roblox aim lock script, you can use a simple movement prediction algorithm based on the velocity of the target. The idea is to adjust the aim point slightly ahead of the target's current position based on their speed and direction of movement.
Below is an updated version of your script that incorporates prediction when aiming at a target inside the field of view (FOV) circle.
### Updated Code:
```lua
local Players = game:GetService("Players")
local LocalPlayer = Players.LocalPlayer
local Mouse = LocalPlayer:GetMouse()
local RunService = game:GetService("RunService")
local Camera = workspace.CurrentCamera
--========================================================--
-- 1. HIGHLIGHT SYSTEM (YOUR ORIGINAL CODE)
--========================================================--
local function getCharacter(player)
return player.Character or player.CharacterAdded:Wait()
end
local function applyHighlight(character)
if not character:FindFirstChild("EnemyHighlight") then
local highlight = Instance.new("Highlight")
highlight.Name = "EnemyHighlight"
highlight.FillColor = Color3.fromRGB(255, 0, 0)
highlight.OutlineColor = Color3.fromRGB(255, 0, 0)
highlight.Parent = character
end
end
local function removeHighlight(character)
local h = character:FindFirstChild("EnemyHighlight")
if h then h:Destroy() end
end
local function updateHighlights()
local myTeam = LocalPlayer.Team
for _, player in ipairs(Players:GetPlayers()) do
if player ~= LocalPlayer then
local character = player.Character
if character then
if player.Team ~= myTeam then
applyHighlight(character)
else
removeHighlight(character)
end
end
end
end
end
Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function()
task.wait(0.1)
updateHighlights()
end)
end)
for _, player in ipairs(Players:GetPlayers()) do
player.CharacterAdded:Connect(function()
task.wait(0.1)
updateHighlights()
end)
end
LocalPlayer:GetPropertyChangedSignal("Team"):Connect(updateHighlights)
updateHighlights()
--========================================================--
-- 2. FOV CIRCLE
--========================================================--
local FOV = 200 -- radius of the circle
local FOVCircle = Drawing.new("Circle")
FOVCircle.Visible = true
FOVCircle.Thickness = 2
FOVCircle.Radius = FOV
FOVCircle.Color = Color3.fromRGB(255, 255, 255)
FOVCircle.Filled = false
FOVCircle.Transparency = 1
RunService.RenderStepped:Connect(function()
FOVCircle.Position = Vector2.new(Camera.ViewportSize.X / 2, Camera.ViewportSize.Y / 2)
end)
--========================================================--
-- 3. FIND CLOSEST ENEMY INSIDE FOV
--========================================================--
local function getClosestEnemy()
local closestPlayer = nil
local shortestDistance = math.huge
local myTeam = LocalPlayer.Team
for _, player in ipairs(Players:GetPlayers()) do
if player ~= LocalPlayer and player.Team ~= myTeam then
local character = player.Character
local head = character and character:FindFirstChild("Head")
if head then
local screenPos, onScreen = Camera:WorldToViewportPoint(head.Position)
if onScreen then
local dist = (Vector2.new(screenPos.X, screenPos.Y) - Vector2.new(Camera.ViewportSize.X / 2, Camera.ViewportSize.Y / 2)).Magnitude
if dist < FOV and dist < shortestDistance then
shortestDistance = dist
closestPlayer = player
end
end
end
end
end
return closestPlayer
end
--========================================================--
-- 4. AIMLOCK WITH PREDICTION (RIGHT MOUSE BUTTON)
--========================================================--
local aimLocked = false
local lockedTarget = nil
local function predictTargetPosition(target, predictionTime)
local character = target.Character
if character then
local humanoid = character:FindFirstChild("Humanoid")
if humanoid then
local rootPart = character:FindFirstChild("HumanoidRootPart")
if rootPart then
local velocity = rootPart.Velocity
return rootPart.Position + velocity * predictionTime
end
end
end
return nil
end
Mouse.Button2Down:Connect(function()
local target = getClosestEnemy()
if target then
lockedTarget = target
aimLocked = true
end
end)
Mouse.Button2Up:Connect(function()
aimLocked = false
lockedTarget = nil
end)
RunService.RenderStepped:Connect(function()
if aimLocked and lockedTarget then
local predictedPosition = predictTargetPosition(lockedTarget, 0.1) -- Adjust the prediction time if necessary
if predictedPosition then
Camera.CFrame = CFrame.new(Camera.CFrame.Position, predictedPosition)
end
end
end)
```
### Key Changes Explained:
1. **Prediction Function (`predictTargetPosition`)**:
- This function calculates the predicted position of the target based on its current velocity. It takes into account how far the target is likely to move in a specified `predictionTime`.
2. **Use of Predicted Position**:
- When the right mouse button is held down, the script now adjusts the camera's CFrame to aim at the predicted position instead of just the current position of the target.
3. **Prediction Time**:
- The time value (`0.1` seconds) used in the prediction can be adjusted based on how fast characters move in your game. You might want to experiment with different values for `predictionTime` to find what works best for your needs.
### Note:
Keep in mind that this is a simplified prediction algorithm. Depending on the requirements of your game, you may want to incorporate more sophisticated movement physics or even take into account the specific game mechanics (like speed variations, jumping, etc.). The presented method serves as a basic starting point for enemy prediction.


