Run it
Copy the script and paste it into your executor.
Players = :()
RunService = :()
CoreGui = :()
LocalPlayer = Players.LocalPlayer
.FlashESPRunning
.()
active =
.FlashESPRunning = ()
active =
tracerToggled =
holdingToggled =
bodyToggled =
nameToggled =
healthToggled =
distanceToggled =
squareToggled =
highlights = {}
nameGuis = {}
healthGuis = {}
distanceGuis = {}
holdingGuis = {}
squareGuis = {}
beams = {}
(p)
highlights[p] highlights[p]:(); highlights[p] =
nameGuis[p] nameGuis[p]:(); nameGuis[p] =
healthGuis[p] healthGuis[p]:(); healthGuis[p] =
distanceGuis[p] distanceGuis[p]:(); distanceGuis[p] =
holdingGuis[p] holdingGuis[p]:(); holdingGuis[p] =
squareGuis[p] squareGuis[p]:(); squareGuis[p] =
beams[p]
beams[p].Beam beams[p].Beam:()
beams[p].Att0 beams[p].Att0:()
beams[p].Att1 beams[p].Att1:()
beams[p] =
Players.PlayerRemoving:((p)
(p)
)
ScreenGui = .()
ScreenGui.Name =
ScreenGui.ResetOnSpawn =
(()
gethui
ScreenGui.Parent = ()
ScreenGui.Parent = CoreGui
)
ScreenGui.Parent
ScreenGui.Parent = LocalPlayer:()
MainFrame = .(, ScreenGui)
MainFrame.Size = .(, , , )
MainFrame.Position = .(, , , )
MainFrame.BackgroundColor3 = .(, , )
MainFrame.BorderSizePixel =
MainFrame.Active =
MainFrame.Draggable =
UICorner = .(, MainFrame)
UICorner.CornerRadius = .(, )
Title = .(, MainFrame)
Title.Size = .(, , , )
Title.BackgroundTransparency =
Title.Text =
Title.TextColor3 = .(, , )
Title.TextSize =
Title.Font = .Font.SourceSansBold
(name, yPos, callback)
btn = .(, MainFrame)
btn.Size = .(, -, , )
btn.Position = .(, , , yPos)
btn.BackgroundColor3 = .(, , )
btn.TextColor3 = .(, , )
btn.TextSize =
btn.Font = .Font.SourceSansSemibold
btn.Text = name ..
corner = .(, btn)
corner.CornerRadius = .(, )
state =
btn.MouseButton1Click:(()
state = state
state
btn.BackgroundColor3 = .(, , )
btn.TextColor3 = .(, , )
btn.Text = name ..
btn.BackgroundColor3 = .(, , )
btn.TextColor3 = .(, , )
btn.Text = name ..
(state)
)
(, , (state) tracerToggled = state )
(, , (state) holdingToggled = state )
(, , (state) bodyToggled = state )
(, , (state) nameToggled = state )
(, , (state) healthToggled = state )
(, , (state) distanceToggled = state )
(, , (state) squareToggled = state )
MinBtn = .(, MainFrame)
MinBtn.Size = .(, , , )
MinBtn.Position = .(, -, , )
MinBtn.BackgroundTransparency =
MinBtn.Text =
MinBtn.TextColor3 = .(, , )
MinBtn.TextSize =
minimized =
MinBtn.MouseButton1Click:(()
minimized = minimized
_, child (MainFrame:())
child:() child ~= MinBtn
child.Visible = minimized
MainFrame.Size = minimized .(, , , ) .(, , , )
)
RunService.RenderStepped:(()
active
lChar = LocalPlayer.Character
lHead = lChar lChar:()
_, p (Players:())
p ~= LocalPlayer
char = p.Character
hum = char char:()
root = char char:()
head = char char:()
isAlive = hum hum.Health > root head
isAlive
tracerToggled lHead
beams[p] beams[p].Att1.Parent ~= root
beams[p]
beams[p].Beam beams[p].Beam:()
beams[p].Att0 beams[p].Att0:()
beams[p].Att1 beams[p].Att1:()
att0 = .(, lHead)
att1 = .(, root)
beam = .(, lHead)
beam.Attachment0 = att0
beam.Attachment1 = att1
beam.Color = ColorSequence.(.(, , ))
beam.Width0 =
beam.Width1 =
beam.FaceCamera =
beams[p] = {Beam = beam, Att0 = att0, Att1 = att1}
beams[p]
beams[p].Beam beams[p].Beam:()
beams[p].Att0 beams[p].Att0:()
beams[p].Att1 beams[p].Att1:()
beams[p] =
holdingToggled
tool = char:()
toolName = tool tool.Name
holdingGuis[p] holdingGuis[p].Adornee ~= head
holdingGuis[p] holdingGuis[p]:()
bg = .(, head)
bg.Size = .(, , , )
bg.StudsOffset = .(, -, )
bg.AlwaysOnTop =
bg.Adornee = head
lbl = .(, bg)
lbl.Size = .(, , , )
lbl.BackgroundTransparency =
lbl.Text = .. toolName
lbl.TextColor3 = .(, , )
lbl.TextStrokeTransparency =
lbl.TextSize =
holdingGuis[p] = bg
lbl = holdingGuis[p]:()
lbl
lbl.Text = .. toolName
holdingGuis[p] holdingGuis[p]:(); holdingGuis[p] =
bodyToggled
highlights[p] highlights[p].Parent ~= char
highlights[p] highlights[p]:()
hl = .()
hl.Adornee = char
hl.FillColor = .(, , )
hl.OutlineColor = .(, , )
hl.FillTransparency =
hl.Parent = char
highlights[p] = hl
highlights[p] highlights[p]:(); highlights[p] =
nameToggled
nameGuis[p] nameGuis[p].Adornee ~= head
nameGuis[p] nameGuis[p]:()
bg = .(, head)
bg.Size = .(, , , )
bg.StudsOffset = .(, , )
bg.AlwaysOnTop =
bg.Adornee = head
lbl = .(, bg)
lbl.Size = .(, , , )
lbl.BackgroundTransparency =
lbl.Text = p.Name
lbl.TextColor3 = .(, , )
lbl.TextStrokeTransparency =
lbl.TextSize =
nameGuis[p] = bg
nameGuis[p] nameGuis[p]:(); nameGuis[p] =
healthToggled
healthGuis[p] healthGuis[p].Adornee ~= head
healthGuis[p] healthGuis[p]:()
bg = .(, head)
bg.Size = .(, , , )
bg.StudsOffset = .(, , )
bg.AlwaysOnTop =
bg.Adornee = head
lbl = .(, bg)
lbl.Size = .(, , , )
lbl.BackgroundTransparency =
lbl.Text = .. .(hum.Health)
lbl.TextColor3 = .(, , )
lbl.TextStrokeTransparency =
lbl.TextSize =
healthGuis[p] = bg
lbl = healthGuis[p]:()
lbl
lbl.Text = .. .(hum.Health)
healthGuis[p] healthGuis[p]:(); healthGuis[p] =
distanceToggled lHead
dist = .((lHead.Position - root.Position).Magnitude)
distanceGuis[p] distanceGuis[p].Adornee ~= head
distanceGuis[p] distanceGuis[p]:()
bg = .(, head)
bg.Size = .(, , , )
bg.StudsOffset = .(, -, )
bg.AlwaysOnTop =
bg.Adornee = head
lbl = .(, bg)
lbl.Size = .(, , , )
lbl.BackgroundTransparency =
lbl.Text = dist ..
lbl.TextColor3 = .(, , )
lbl.TextStrokeTransparency =
lbl.TextSize =
distanceGuis[p] = bg
lbl = distanceGuis[p]:()
lbl
dist = .((lHead.Position - root.Position).Magnitude)
lbl.Text = dist ..
distanceGuis[p] distanceGuis[p]:(); distanceGuis[p] =
squareToggled
squareGuis[p] squareGuis[p].Adornee ~= root
squareGuis[p] squareGuis[p]:()
bg = .(, root)
bg.Size = .(, , , )
bg.StudsOffset = .(, , )
bg.AlwaysOnTop =
bg.Adornee = root
box = .(, bg)
box.Size = .(, , , )
box.BackgroundTransparency =
stroke = .(, box)
stroke.Thickness =
stroke.Color = .(, , )
squareGuis[p] = bg
squareGuis[p] squareGuis[p]:(); squareGuis[p] =
(p)
)
So basically just ESP with Gemini Ai Made for somebody who want to track Features: Tracers (Red line, Connect to Everyone Head) Red Body (Highlights the body) Name ESP (Display Player Username) Health ESP (Display Player HP) Distance ESP (Display The Distance in Studs) Holding Tracks (Display The items/tools when Player is Holding) 2D Square (Frame The Whole Body and Resize dynamically) Okay that all ig Also made by Gemini Ai

Universal