JIT
improving aim lock functionality for easier player targeting in roblox
-- Aim Lock (Head Only) LocalScript for Roblox -- Place this LocalScript in StarterPlayerScripts. -- Features: -- * Targets player Head (falls back to HumanoidRootPart) -- * Can lock through walls by selecting players based on screen proximity (ignores occlusion) -- * Toggle lock with X -- * Max distance: 2500 studs -- * Smooth camera interpolation with configurable sensitivity local Players = game:GetService("Players") local RunService = game:GetService("RunService") local UserInputService = game:GetService("UserInputService") local LocalPlayer = Players.LocalPlayer local Camera = workspace.CurrentCamera -- Settings local AimLockKey = Enum.KeyCode.X local AimSensitivity = 0.12 -- 0..1 per-frame lerp factor (0 = no movement, 1 = snap) local MaxDistance = 2500 -- studs local MaxScreenSelectRadius = 60 -- pixels tolerance to consider the player's head under mouse local PreferHead = true -- prefer "Head" part; fallback to "HumanoidRootPart" if missing -- State local aimLockEnabled = false local targetPlayer = nil local lockedPart = nil local mouse = LocalPlayer:GetMouse() -- Helper: get preferred "head root" part for a character local function getHeadRootPart(character) if not character then return nil end if PreferHead then local head = character:FindFirstChild("Head") if head and head:IsA("BasePart") then return head end end -- Fallback local hrp = character:FindFirstChild("HumanoidRootPart") if hrp and hrp:IsA("BasePart") then return hrp end return nil end -- Helper: measure distance from camera to a world position local function distanceFromCamera(pos) return (Camera.CFrame.Position - pos).Magnitude end -- Find a player whose head projects nearest to the mouse cursor on screen (works through walls) local function findPlayerUnderCursor() local mx = mouse.X local my = mouse.Y local bestPlayer = nil local bestPart = nil local bestDist = math.huge for _, plr in ipairs(Players:GetPlayers()) do if plr ~= LocalPlayer and plr.Character and plr.Character.Parent then local part = getHeadRootPart(plr.Character) if part then local pos = part.Position -- Distance check in world space if distanceFromCamera(pos) <= MaxDistance then -- Project to viewport local viewportPoint, onScreen = Camera:WorldToViewportPoint(pos) -- WorldToViewportPoint returns a Vector3 where Z <= 0 means behind camera; treat behind as offscreen if onScreen and viewportPoint.Z > 0 then local dx = viewportPoint.X - mx local dy = viewportPoint.Y - my local screenDist = math.sqrt(dx*dx + dy*dy) if screenDist < MaxScreenSelectRadius and screenDist < bestDist then bestDist = screenDist bestPlayer = plr bestPart = part end end end end end end return bestPlayer, bestPart end -- Lock onto the player under the mouse (via screen proximity) local function lockOntoMouseTarget() local player, part = findPlayerUnderCursor() if player and part then targetPlayer = player lockedPart = part aimLockEnabled = true print(string.format("Aim Lock Enabled -> Locked to player: %s (part: %s)", player.Name, lockedPart.Name)) else print("No valid player head under cursor within distance to lock onto.") end end local function clearLock() aimLockEnabled = false targetPlayer = nil lockedPart = nil print("Aim Lock Disabled") end -- Toggle lock: press X to lock to the nearest player's head under cursor, press again to clear. UserInputService.InputBegan:Connect(function(input, gameProcessedEvent) if gameProcessedEvent then return end if input.UserInputType == Enum.UserInputType.Keyboard and input.KeyCode == AimLockKey then if aimLockEnabled then clearLock() else lockOntoMouseTarget() end end end) -- Main update: smoothly aim camera toward target head root RunService.RenderStepped:Connect(function() if not aimLockEnabled or not targetPlayer then return end -- Validate player and character if not targetPlayer.Parent or not targetPlayer.Character or not targetPlayer.Character.Parent then clearLock() return end -- Choose aim part: prefer lockedPart if still valid and descendant of character local aimPart = nil if lockedPart and lockedPart:IsDescendantOf(targetPlayer.Character) then aimPart = lockedPart else aimPart = getHeadRootPart(targetPlayer.Character) lockedPart = aimPart -- update lockedPart to current head fallback end if not aimPart then clearLock() return end -- Distance check local aimPos = aimPart.Position if distanceFromCamera(aimPos) > MaxDistance then clearLock() return end -- Compute desired camera CFrame that looks at the aim position local camPos = Camera.CFrame.Position local desiredCFrame = CFrame.new(camPos, aimPos) -- Lerp camera CFrame toward desired look-at orientation local t = math.clamp(AimSensitivity, 0, 1) Camera.CFrame = Camera.CFrame:Lerp(desiredCFrame, t) end) improve this aimbot script by making it easier to lock on players when pressing X and looking at players: meaning just make it easier to lock onto a player
Updated files
v1