JIT
improving aim lock script for roblox with head targeting and wall detection
-- Aim Lock Script for Roblox (LocalScript) -- Press X to toggle aim lock onto the player under your mouse. -- When locked, the camera smoothly aims at the part under the mouse (falls back to HumanoidRootPart). -- Place this LocalScript in StarterPlayerScripts. 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 -- changed to X local AimSensitivity = 0.12 -- how fast the camera moves toward the target each frame (0..1) -- 0.0 = no movement, 1.0 = snap instantly. Tweak to taste. local aimLockEnabled = false local targetPlayer = nil local lockedPart = nil -- the specific part under mouse when locking (may be head/torso/limb) local mouse = LocalPlayer:GetMouse() -- Helper: get the HumanoidRootPart of a character local function getMiddlePart(character) if not character then return nil end return character:FindFirstChild("HumanoidRootPart") end -- Helper: find player from a BasePart (by locating the ancestor Model and checking Players) local function getPlayerFromPart(part) if not part or not part:IsA("BasePart") then return nil end local model = part:FindFirstAncestorOfClass("Model") if not model then return nil end return Players:GetPlayerFromCharacter(model) end -- Get the player currently under the mouse (if any) local function getPlayerUnderMouse() local targetPart = mouse.Target if not targetPart then return nil, nil end local player = getPlayerFromPart(targetPart) return player, targetPart end -- Attempt to lock onto the player under the mouse right now local function lockOntoMouseTarget() local player, part = getPlayerUnderMouse() if player and player.Character then targetPlayer = player lockedPart = part aimLockEnabled = true print("Aim Lock Enabled -> Locked to player:", player.Name) else -- No player under mouse at this moment targetPlayer = nil lockedPart = nil aimLockEnabled = false print("No player under mouse to lock onto.") end end -- Clear lock local function clearLock() aimLockEnabled = false targetPlayer = nil lockedPart = nil print("Aim Lock Disabled") end -- Toggle lock when X is pressed 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 loop: smoothly aim camera at the locked target (updates every frame) RunService.RenderStepped:Connect(function() if not aimLockEnabled or not targetPlayer then return end -- Ensure the player and character still exist if not targetPlayer.Parent or not targetPlayer.Character then clearLock() return end -- Prefer the originally locked part (so if mouse was over head, we keep aiming head). -- If that part is gone, fallback to HumanoidRootPart. local aimPart = nil if lockedPart and lockedPart:IsDescendantOf(targetPlayer.Character) then aimPart = lockedPart else aimPart = getMiddlePart(targetPlayer.Character) end if not aimPart then clearLock() return end -- Compute desired camera CFrame looking at the aim position local aimPosition = aimPart.Position local camPos = Camera.CFrame.Position local desiredCFrame = CFrame.new(camPos, aimPosition) -- Smoothly interpolate camera CFrame towards desired look-at local t = math.clamp(AimSensitivity, 0, 1) Camera.CFrame = Camera.CFrame:Lerp(desiredCFrame, t) end) -- Optional: allow retargeting while aim lock is enabled by pressing X again to re-lock to current mouse target. -- The current implementation toggles on/off with X; if you want immediate re-locking while enabled, you can -- modify the InputBegan handler to call lockOntoMouseTarget() unconditionally. can you improve this script by only making it target the played head root and make it be able to work through a wall and toggle option with X with the distance be 2500 studs
Updated files
v1