Run it
Copy the script and paste it into your executor.
Config = {
SmoothTransition = ,
PriorityLowHealth = ,
UseFOVCheck = ,
AdjustableDistance = ,
WallCheck = ,
DynamicZoom = ,
CameraShakeOnHit = ,
LockMultipleTargets = ,
MaxTargets = ,
CombatStateToggle = ,
LockDistance = ,
HighlightTarget = ,
FleeMode = ,
KeybindToggle = .KeyCode.L,
}
Players = :()
RunService = :()
Camera = .CurrentCamera
LocalPlayer = Players.LocalPlayer
UserInputService = :()
locked =
currentTargets = {}
()
selectedTargets = {}
_, player (Players:())
player ~= LocalPlayer player.Team ~= LocalPlayer.Team
character = player.Character
character character:() character:()
distance = (character.Head.Position - Camera.CFrame.Position).Magnitude
Config.UseFOVCheck
direction = (character.Head.Position - Camera.CFrame.Position).Unit
angle = .(Camera.CFrame.LookVector:(direction))
.(angle) >
Config.AdjustableDistance distance > Config.LockDistance
.(selectedTargets, { player = player, distance = distance })
.(selectedTargets, (a, b)
a.distance < b.distance
)
finalTargets = {}
i = , .(#selectedTargets, Config.MaxTargets)
.(finalTargets, selectedTargets[i].player)
finalTargets
(target)
origin = Camera.CFrame.Position
targetPosition = target.Character.Head.Position
ray = Ray.(origin, (targetPosition - origin).Unit * Config.LockDistance)
hitPart = :(ray, LocalPlayer.Character)
hitPart hitPart:(target.Character)
(targets)
targets #targets ==
_, target (targets)
target target.Character target.Character:()
headPosition = target.Character.Head.Position
direction = (headPosition - Camera.CFrame.Position).Unit
Config.SmoothTransition
currentCFrame = Camera.CFrame
targetCFrame = .(Camera.CFrame.Position, headPosition)
Camera.CFrame = currentCFrame:(targetCFrame, )
Camera.CFrame = .(Camera.CFrame.Position, headPosition)
Config.DynamicZoom
distance = (headPosition - Camera.CFrame.Position).Magnitude
Camera.FieldOfView = .( - (distance / ), , )
()
locked = locked
locked
currentTargets = {}
Camera.FieldOfView =
UserInputService.InputBegan:((input)
input.KeyCode == Config.KeybindToggle
()
)
RunService.RenderStepped:(()
locked
targets = ()
#targets > ( Config.WallCheck (targets[]))
currentTargets = targets
(currentTargets)
)
Its a "Very Kool" Camlock that you can toggle alot of "Kool" feautures, Definitely one of my favourite scripts :P Some Features are still Expiremental, so it may work sometimes and not. [+] Features [+] --Smooth Transitioning-- [Instead of it instantly switching to the next char, It will switch "smoothly", Best for not being blatant] --Prioritize Low Health-- [If there's a charter with a lower health than you were targetting, it will switch to that char] --FOV-- {Expiremental} --Adjustable Distance-- [Will only lock onto char, in that distance] --Wallcheck-- [It checks if the target is behind any obstacle and if so won't target them, if still targetted, after a couple of seconds it will try to unlock again] --Dynamic Zoom-- [More for fun: it will intantly zoom onto the person your targetting, for more Immersiveness] --Shake On Hit-- --Multiple opponents-- [if they're more than one enemy in close radius, it will try to go somewhere in the middle to hit all three without overlapping] {Expiremental} --Combat State-- [if you take Any Damage Whatsoever, Camlock will automatically switch on] --Highlight Target-- [It will highlight the person you're targetting] {Expiremental}

Universal