Artificial Intelligence
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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.