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  1. Feb 15, 2022 · Create a new surfaceGui for each part face for every part in your model with a frame that is whatever color and transparency you want, and that creates the ESP ability. If you want it to look the same behind walls as it does when not obscured by a wall set the part’s transparency to 1.

    • Overview
    • 📑 Update log (DD/MM/YYYY):
    • 👋 Introduction
    • Wrapping & unwrapping Parts / NPCs

    This project represents a collection of visuals / wall hacks (Tracers, ESP, Boxes, Head Dots, Chams & Crosshair). This script is also undetected because it uses Synapse X's Drawing Library. It has modulized support for NPCs & parts and it offers a very simple and easy to use wrapping and unwrapping system.

    This project's source is optimized, organized and simplified to the maximal level to be executive, fast, stable and precise.

    This project is in beta testing, feel free to create pull requests (you will get credited), issues or just contact me on any of my linked platforms.

    This project has been inspired from AirHub which has an improved version of my old examplery discontinued wall hack script. It has a CS:GO-styled look which looks beautiful for fps games.

    This project is used in the new AirHub V2 where you can use and edit the configuration through a GUI (it also includes a really fast Aimbot).

    ❗ Notice

    14/04/2023

    •[v1.0b] First (BETA) release

    15/04/2023

    [v1.0.3b] Optimizations, bug fixes, silenced errors

    18/04/2023

    [v1.0.8b] Optimizations & bug fixes, added distance parameter for wrapping

    First of all, to implement the module in your script's environment you must use the function loadstring like below:

    The code above loads the module's environment in your script executor's global environment meaning it will be achivable across every script.

    The identificator for the environment is ExunysDeveloperESP which is a table that has configurable settings and interactive user functions.

    The table loaded into the exploit's global environment by the module has a metatable set to it with a __call metamethod, meaning you can call the table which would wrap every player in the game and render a crosshair.

    This is equivalent to the Load function (which would be more optimized and faster).

    This module has customizable settings for every drawing property and other miscellaneous properties with unique functions. You can see the configurable settings below.

    ❗ Notice

    It is more recommended you store & parse hashes (given from the WrapObject function) for unwrapping for more precise results. For players, the function WrapObject will only wrap & work on the parsed player object (class type: "Player") if the player has a character achievable by OBJECT.Character.

    a4ffe0c4a95812a3984f9d6bfa0da89c.mp4

    These 2 functions also apply to players & NPCs (anything with a character).

  2. Studio allows you to programmatically apply IK to all characters, such as R15, Rthro, and custom imported skinned characters, to create realistic movement and interactions in your experience. When adding an IKControl, set the required properties correctly to avoid unexpected and unnatural animation results.

  3. Sep 28, 2022 · Today, we are releasing IKControl, which is a new Instance type that allows you to create realistic procedural animations on your rigs using Inverse Kinematics (IK), as a beta in Studio.

  4. Sep 25, 2024 · Here’s how the Open Cloud Engine API for Executing Luau works: You make a request to create a task - including the universeId, placeId and the string you want to run as Luau. We launch a server, load the place, and execute the code with DataModel and Engine Luau API access. You poll for the operation status, and upon completion, receive the ...

  5. Jul 24, 2019 · Step 1. So basically we need to prepare this for rigging… Rigging is the term we use for making the joints that the animation editor recognizes. Any rig needs 2 main components. A Root-Part and a Humanoid. These are kinda the driving components of the rig.

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  7. DragDetectors work in Studio as long as you're not using the Select, Move, Scale, or Rotate tools, making it easier to test and adjust draggable objects while editing.

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