Run it
Copy the script and paste it into your executor.
().NemesisPreBeta = {
[] = {
Disabling = {Toggle = , Keybind = },
UpdateTickDelay =
},
[] = {
Toggling = {
Enable = ,
Keybind =
},
Settings = {
Prediction = {
,
,
,
},
Smoothing = {
smoothness = ,
x = ,
y =
},
OffSets = {
Jump = {
Enable = ,
[] = .(, , )
}
}
},
Conditions = {
Player = {
WallCheck = ,
Grabbed = ,
Knocked = ,
CrewID =
},
BodyParts = {, }
}
},
[] = {
Toggling = { Enable = },
Settings = {
Prediction = { , , , },
HitChance = ,
Resolver = ,
OffSets = {
Jump = {
Enable = ,
[] = .(, , )
}
}
},
Conditions = {
Player = { WallCheck = , Grabbed = , Knocked = , CrewID = },
BodyParts = {, , }
}
},
[] = {
Enable = ,
Size = ,
Color = .(, , ),
},
[] = {
[] = {
Toggled = ,
Key = ,
alphabetically = ,
Ammo = ,
Custom = {
Enable = ,
List = {[] = , [] = }
}
},
[] = {
Enable = ,
Animations = {[] = {[] = , [] = }}
}
}
}
DUpvalue, Round, V3, V2, CF, Rservice, UserInput, Ping, Mouse, backpack = debug.getupvalue, .round, .new, .new, .new, :(), :(), :().PerformanceStats.Ping, :().LocalPlayer:(), :().LocalPlayer.Backpack
Players, Self, Character, Camera = :(), :().LocalPlayer, :().LocalPlayer.Character :().LocalPlayer.CharacterAdded:(), :().CurrentCamera
idx, endp
Storage = {
Drawings = {},
Connections = {},
targets = {
[] = ,
[] =
},
ValuePosition = ,
bodyparts = {
[] = ,
[] =
},
update_tick = (),
etc = {
Ctoggled = ,
Mtoggled =
},
items = {}
}
(, callback)
connection = :(callback)
Storage.Connections[#Storage.Connections+] = connection
connection
(chance, maxchance)
.(maxchance) <= chance
(Function, ...)
co
success, result
Function ~=
co = .(Function)
success, result = .(co, ...)
success ~= co ~= Function ~=
result
(origin)
parts = Camera:({origin.Position, Character.HumanoidRootPart.Position}, {Camera, Character, origin.Parent})
#parts ==
(player)
player.Character ~=
player.Character:()
(player)
player.Character ~=
player.Character.BodyEffects[].Value ~=
pingHistory = {}
lastPingUpdateTime = ()
()
currentPing = Ping:() *
().NemesisPreBeta.Camlock.Settings.Prediction[] ().NemesisPreBeta.Silent.Settings.Prediction[]
currentPing
().NemesisPreBeta.Camlock.Settings.Prediction[] ().NemesisPreBeta.Silent.Settings.Prediction[]
(player)
.Players.LocalPlayer:():():()
SelfCrewValue = .Players.LocalPlayer:():():()
SelfCrewValue.Value ~=
player:():():()
Enimy = player:():():()
Enimy.Value == SelfCrewValue.Value
(player, hitboxes)
closestPart
closestDistanc = .huge
_, hitbox (hitboxes)
part = player.Character:(hitbox)
part
pos = Camera:(part.Position)
distance = (UserInput:() - (pos.X, pos.Y)).Magnitude
distance < closestDistanc
closestPart = part
closestDistanc = distance
closestPart
(toolName)
_, customName (().NemesisPreBeta.Miscs.Sorting.Custom.List)
toolName == customName
()
MaxDistance = ().NemesisPreBeta[].Enable ().NemesisPreBeta[].Size .huge
Target
i,v (Players:())
v ~= Self v.Character ~= v.Character:() v.Character:()
ViewPort, Visible = Camera:(v.Character.HumanoidRootPart.Position)
Mag = (UserInput:() - .(ViewPort.X, ViewPort.Y)).Magnitude
MaxDistance > Mag Visible (
(.WallCheck (v.Character.HumanoidRootPart))
(.Grabbed (v))
(.Knocked (v))
(.CrewID (v))
)
MaxDistance = Mag
Target = v
Target
(Target, method)
method ==
pos = Target.Character.HumanoidRootPart.Position
lastTime = ()
currentPos, currentTime
connection
connection =
:().Heartbeat:(
()
currentPos = Target.Character.HumanoidRootPart.Position
currentTime = ()
connection:()
)
()
velocity = (currentPos - pos) / (currentTime - lastTime)
.(.(velocity.X), .(velocity.Y), .(velocity.Z))
Target.character:().AssemblyLinearVelocity
(animationName)
args = {
[] = ,
[] = animationName,
}
:().MainEvent:((args))
()
SilentTable = ().NemesisPreBeta.Silent
SilentTable.Toggling.Enable
Storage.targets[] = (SilentTable.Conditions.Player)
Storage.targets[] ~= Storage.targets[].Character ~= Storage.targets[].Character:()
Storage.bodyparts[] = ((Storage.targets[], SilentTable.Conditions.BodyParts))
position = Storage.targets[].Character[Storage.bodyparts[]].Position
SilentTable.Settings.OffSets.Jump.Enable Storage.targets[].Character:():() == .HumanoidStateType.Freefall
position = position + SilentTable.Settings.OffSets.Jump[]
Storage.CFposition = position + (SilentTable.Settings.Prediction (Storage.targets[], SilentTable.Settings.Resolver) * () )
()
CamLockTable = ().NemesisPreBeta.Camlock
Storage.etc.Ctoggled CamLockTable.Toggling.Enable Storage.targets[] ~= Storage.targets[].Character ~=
position = Storage.targets[].Character[Storage.bodyparts[]].Position
CamLockTable.Settings.OffSets.Jump.Enable Storage.targets[].Character:():() == .HumanoidStateType.Freefall
position = position + CamLockTable.Settings.OffSets.Jump[]
CamLockTable.Settings.Smoothing.enable
goal = .(Camera.CFrame.Position, position + (CamLockTable.Settings.Prediction[] * () .()))
Camera.CFrame = Camera.CFrame:(goal, CamLockTable.Settings.Smoothing.x, CamLockTable.Settings.Smoothing.y)
prediction = CamLockTable.Settings.Prediction[] Storage.targets[].Character.HumanoidRootPart.AssemblyLinearVelocity * () .()
Camera.CFrame = .(Camera.CFrame.Position, position + prediction)
(UserInput.InputBegan, (key, wtv)
key.KeyCode == .KeyCode[().NemesisPreBeta.Camlock.Toggling.Keybind:()] wtv
().NemesisPreBeta.Camlock.Toggling.Enable
Storage.etc.Ctoggled = Storage.etc.Ctoggled
Storage.targets[] = (().NemesisPreBeta.Camlock.Conditions.Player)
Storage.targets[] Storage.targets[].Character
Storage.bodyparts[] = ((Storage.targets[], ().NemesisPreBeta.Camlock.Conditions.BodyParts))
Storage.targets[] ~=
Storage.targets[] =
)
(UserInput.InputBegan, (key, wtv)
().NemesisPreBeta.Settings.Disabling.Toggle key.KeyCode == .KeyCode[().NemesisPreBeta.Settings.Disabling.Keybind:()] wtv
i,v (Storage.Connections)
v
v:()
i,v (Storage.Drawings)
v v.__OBJECT_EXISTS
()
)
(UserInput.InputBegan, (key, wtv)
().NemesisPreBeta.Miscs.Sorting.Toggled key.KeyCode == .KeyCode[().NemesisPreBeta.Miscs.Sorting.Key:()] wtv
items = {}
().NemesisPreBeta.Miscs.Sorting.Custom.Enable
_, customName (().NemesisPreBeta.Miscs.Sorting.Custom.List)
_, item (backpack:())
item:() item.Name == customName
.(items, , item)
_, item (backpack:())
item:() ( ().NemesisPreBeta.Miscs.Sorting.Custom.Enable (item.Name))
.(items, item)
().NemesisPreBeta.Miscs.Sorting.alphabetically ().NemesisPreBeta.Miscs.Sorting.Custom.Enable
.(items, (a, b)
a.Name < b.Name
)
().NemesisPreBeta.Miscs.Sorting.Ammo ().NemesisPreBeta.Miscs.Sorting.Custom.Enable
.(items, (a, b)
a.Value > b.Value
)
_, item (items)
item.Parent =
()
item.Parent = backpack
)
(UserInput.InputBegan, (key, wtv)
().NemesisPreBeta.Miscs.Animation.Enable wtv
animationName, animationData (().NemesisPreBeta.Miscs.Animation.Animations)
animationData[] key.KeyCode == .KeyCode[animationData[]]
(animationName)
)
(Rservice.Heartbeat, ()
(())
(())
)
connection, index , (.CurrentCamera.Changed)
index:()
connection, index , (.CurrentCamera:())
index:()
oldIndex
oldIndex = (, , (t, k)
t:() k == k ==
().NemesisPreBeta.Silent.Toggling.Enable (().NemesisPreBeta.Silent.Settings.HitChance, ) Storage.targets[] ~=
Hit = .(Storage.CFposition)
(k == Hit)
(t, k)
)Doesn't work in some games but is mostly universal. Also works with almost every executor, if not every executor. You can change the keybind on the line: ["Camlock"] = { Toggling = { Enable = true, Keybind = "EXAMPLE"