▷ Da Hood: Cam Lock (Script 2024 August)

Da Hood CamLock is a popular script within the Roblox community that enhances gameplay by allowing players to keep their camera locked onto a target. This feature is particularly useful in combat situations, providing a strategic advantage by maintaining focus on opponents.

Whether you’re exploring or engaging in intense battles, CamLock ensures that you stay on top of the action with ease.

–]] –dont mess with he settings unless u know what ur doing local Settings = { rewrittenmain = { Enabled = true, Key = “q”, DOT = true, AIRSHOT = true, NOTIF = true, AUTOPRED = false, FOV = math.huge, RESOVLER = false } } local SelectedPart = “UpperTorso” local Prediction = true local PredictionValue = 0.1259910 local AnchorCount = 0 local MaxAnchor = 50 local CC = game:GetService”Workspace”.CurrentCamera local Plr; local enabled = false local accomidationfactor = 0.12348 local mouse = game.Players.LocalPlayer:GetMouse() local placemarker = Instance.new(“Part”, game.Workspace) function makemarker(Parent, Adornee, Color, Size, Size2) local e = Instance.new(“BillboardGui”, Parent) e.Name = “PP” e.Adornee = Adornee e.Size = UDim2.new(Size, Size2, Size, Size2) e.AlwaysOnTop = Settings.rewrittenmain.DOT local a = Instance.new(“Frame”, e) if Settings.rewrittenmain.DOT == true then a.Size = UDim2.new(2, 2, 2) else a.Size = UDim2.new(0, 0, 0, 0) end if Settings.rewrittenmain.DOT == true then a.Transparency = 0 a.BackgroundTransparency = 0 else a.Transparency = 1 a.BackgroundTransparency = 1 end a.BackgroundColor3 = Color local g = Instance.new(“UICorner”, a) if Settings.rewrittenmain.DOT == false then g.CornerRadius = UDim.new(0, 0) else g.CornerRadius = UDim.new(1, 1) end return(e) end local data = game.Players:GetPlayers() function noob(player) local character repeat wait() until player.Character local handler = makemarker(guimain, player.Character:WaitForChild(SelectedPart), Color3.fromRGB(68, 214, 44), 0.3, 3) handler.Name = player.Name player.CharacterAdded:connect(function(Char) handler.Adornee = Char:WaitForChild(SelectedPart) end) spawn(function() while wait() do if player.Character then end end end) end for i = 1, #data do if data[i] ~= game.Players.LocalPlayer then noob(data[i]) end end game.Players.PlayerAdded:connect(function(Player) noob(Player) end) spawn(function() placemarker.Anchored = true placemarker.CanCollide = false if Settings.rewrittenmain.DOT == true then placemarker.Size = Vector3.new(6, 6, 6) else placemarker.Size = Vector3.new(0, 0, 0) end placemarker.Transparency = 1 if Settings.rewrittenmain.DOT then makemarker(placemarker, placemarker, Color3.fromRGB(68, 214, 44), 0.40, 0) end end) game.Players.LocalPlayer:GetMouse().KeyDown:Connect(function(k) if k == Settings.rewrittenmain.Key and Settings.rewrittenmain.Enabled then if enabled == true then enabled = false if Settings.rewrittenmain.NOTIF == true then Plr = getClosestPlayerToCursor() game.StarterGui:SetCore(“SendNotification”, { Title = “Lock Notification”, Text = “Unlocked”, Icon = “”, Duration = 1, }) end else Plr = getClosestPlayerToCursor() enabled = true if Settings.rewrittenmain.NOTIF == true then game.StarterGui:SetCore(“SendNotification”, { Title = “Lock Notification”, Text = “Locked On :”..tostring(Plr.Name); Icon = “”, Duration = 1, }) end end end end) function getClosestPlayerToCursor() local closestPlayer local shortestDistance = Settings.rewrittenmain.FOV for i, v in pairs(game.Players:GetPlayers()) do if v ~= game.Players.LocalPlayer and v.Character and v.Character:FindFirstChild(“Humanoid”) and v.Character.Humanoid.Health ~= 0 and v.Character:FindFirstChild(“HumanoidRootPart”) then local pos = CC:WorldToViewportPoint(v.Character.PrimaryPart.Position) local magnitude = (Vector2.new(pos.X, pos.Y) – Vector2.new(mouse.X, mouse.Y)).magnitude if magnitude < shortestDistance then closestPlayer = v shortestDistance = magnitude end end end return closestPlayer end local pingvalue = nil; local split = nil; local ping = nil; game:GetService"RunService".Stepped:connect(function() if enabled and Plr.Character ~= nil and Plr.Character:FindFirstChild("HumanoidRootPart") then placemarker.CFrame = CFrame.new(Plr.Character.HumanoidRootPart.Position+(Plr.Character.HumanoidRootPart.Velocity*accomidationfactor)) else placemarker.CFrame = CFrame.new(0, 9999, 0) end if Settings.rewrittenmain.AUTOPRED == true then pingvalue = game:GetService("Stats").Network.ServerStatsItem["Data Ping"]:GetValueString() split = string.split(pingvalue,'(') ping = tonumber(split[1]) if ping < 130 then PredictionValue = 0.151 elseif ping < 125 then PredictionValue = 0.149 elseif ping < 110 then PredictionValue = 0.146 elseif ping < 105 then PredictionValue = 0.138 elseif ping < 90 then PredictionValue = 0.136 elseif ping < 80 then PredictionValue = 0.134 elseif ping < 70 then PredictionValue = 0.131 elseif ping < 60 then PredictionValue = 0.1229 elseif ping < 50 then PredictionValue = 0.1225 elseif ping < 40 then PredictionValue = 0.1256 end end end) local mt = getrawmetatable(game) local old = mt.__namecall setreadonly(mt, false) mt.__namecall = newcclosure(function(...) local args = {...} if enabled and getnamecallmethod() == "FireServer" and args[2] == "UpdateMousePos" and Settings.rewrittenmain.Enabled and Plr.Character ~= nil then -- args[3] = Plr.Character.HumanoidRootPart.Position+(Plr.Character.HumanoidRootPart.Velocity*accomidationfactor) --[[ if Settings.rewrittenmain.AIRSHOT == true then if game.Workspace.Players[Plr.Name].Humanoid:GetState() == Enum.HumanoidStateType.Freefall then -- Plr.Character:WaitForChild("Humanoid"):GetState() == Enum.HumanoidStateType.Freefall --// Airshot args[3] = Plr.Character.LeftFoot.Position+(Plr.Character.LeftFoot.Velocity*PredictionValue) else args[3] = Plr.Character.HumanoidRootPart.Position+(Plr.Character.HumanoidRootPart.Velocity*PredictionValue) end else args[3] = Plr.Character.HumanoidRootPart.Position+(Plr.Character.HumanoidRootPart.Velocity*PredictionValue) end ]] if Prediction == true then args[3] = Plr.Character[SelectedPart].Position+(Plr.Character[SelectedPart].Velocity*PredictionValue) else args[3] = Plr.Character[SelectedPart].Position end return old(unpack(args)) end return old(...) end) game:GetService("RunService").RenderStepped:Connect(function() if Settings.rewrittenmain.RESOVLER == true and Plr.Character ~= nil and enabled and Settings.rewrittenmain.Enabled then if Settings.rewrittenmain.AIRSHOT == true and enabled and Plr.Character ~= nil then if game.Workspace.Players[Plr.Name].Humanoid:GetState() == Enum.HumanoidStateType.Freefall then -- Plr.Character:WaitForChild("Humanoid"):GetState() == Enum.HumanoidStateType.Freefall --// Airshot --// Anchor Check if Plr.Character ~= nil and Plr.Character.HumanoidRootPart.Anchored == true then AnchorCount = AnchorCount + 1 if AnchorCount >= MaxAnchor then Prediction = false wait(2) AnchorCount = 0; end else Prediction = true AnchorCount = 0; end SelectedPart = “HumanoidRootPart” else –// Anchor Check if Plr.Character ~= nil and Plr.Character.HumanoidRootPart.Anchored == true then AnchorCount = AnchorCount + 1 if AnchorCount >= MaxAnchor then Prediction = false wait(2) AnchorCount = 0; end else Prediction = true AnchorCount = 0; end SelectedPart = “HumanoidRootPart” end else –// Anchor Check if Plr.Character ~= nil and Plr.Character.HumanoidRootPart.Anchored == true then AnchorCount = AnchorCount + 1 if AnchorCount >= MaxAnchor then Prediction = false wait(2) AnchorCount = 0; end else Prediction = true AnchorCount = 0; end SelectedPart = “HumanoidRootPart” end else SelectedPart = “HumanoidRootPart” end end) –the cam lock getgenv().Prediction = 0.143105125985120958176 getgenv().AimPart = “UpperTorso” getgenv().Key = “Q” getgenv().DisableKey = “P” getgenv().FOV = true getgenv().ShowFOV = false getgenv().FOVSize = 55 –// Variables (Service) local Players = game:GetService(“Players”) local RS = game:GetService(“RunService”) local WS = game:GetService(“Workspace”) local GS = game:GetService(“GuiService”) local SG = game:GetService(“StarterGui”) –// Variables (regular) local LP = Players.LocalPlayer local Mouse = LP:GetMouse() local Camera = WS.CurrentCamera local GetGuiInset = GS.GetGuiInset local AimlockState = true local Locked local Victim local SelectedKey = getgenv().Key local SelectedDisableKey = getgenv().DisableKey –// Check if aimlock is loaded if getgenv().Loaded == true then Notify(“Aimlock is already loaded!”) return end getgenv().Loaded = true –// FOV Circle local fov = Drawing.new(“Circle”) fov.Filled = false fov.Transparency = 1 fov.Thickness = 1 fov.Color = Color3.fromRGB(255, 255, 0) fov.NumSides = 1000 –// Functions function update() if getgenv().FOV == true then if fov then fov.Radius = getgenv().FOVSize * 2 fov.Visible = getgenv().ShowFOV fov.Position = Vector2.new(Mouse.X, Mouse.Y + GetGuiInset(GS).Y) return fov end end end function WTVP(arg) return Camera:WorldToViewportPoint(arg) end function WTSP(arg) return Camera.WorldToScreenPoint(Camera, arg) end function getClosest() local closestPlayer local shortestDistance = math.huge for i, v in pairs(game.Players:GetPlayers()) do local notKO = v.Character:WaitForChild(“BodyEffects”)[“K.O”].Value ~= true local notGrabbed = v.Character:FindFirstChild(“GRABBING_COINSTRAINT”) == nil if v ~= game.Players.LocalPlayer and v.Character and v.Character:FindFirstChild(“Humanoid”) and v.Character.Humanoid.Health ~= 0 and v.Character:FindFirstChild(getgenv().AimPart) and notKO and notGrabbed then local pos = Camera:WorldToViewportPoint(v.Character.PrimaryPart.Position) local magnitude = (Vector2.new(pos.X, pos.Y) – Vector2.new(Mouse.X, Mouse.Y)).magnitude if (getgenv().FOV) then if (fov.Radius > magnitude and magnitude < shortestDistance) then closestPlayer = v shortestDistance = magnitude end else if (magnitude < shortestDistance) then closestPlayer = v shortestDistance = magnitude end end end end return closestPlayer end --// Checks if key is down Mouse.KeyDown:Connect(function(k) SelectedKey = SelectedKey:lower() SelectedDisableKey = SelectedDisableKey:lower() if k == SelectedKey then if AimlockState == true then Locked = not Locked if Locked then Victim = getClosest() Notify("Locked onto: "..tostring(Victim.Character.Humanoid.DisplayName)) else if Victim ~= nil then Victim = nil Notify("Unlocked!") end end else Notify("Aimlock is not enabled!") end end if k == SelectedDisableKey then AimlockState = not AimlockState end end) --// Loop update FOV and loop camera lock onto target RS.RenderStepped:Connect(function() update() if AimlockState == true then if Victim ~= nil then Camera.CFrame = CFrame.new(Camera.CFrame.p, Victim.Character[getgenv().AimPart].Position + Victim.Character[getgenv().AimPart].Velocity*getgenv().Prediction) end end end) while wait() do if getgenv().AutoPrediction == true then local pingvalue = game:GetService("Stats").Network.ServerStatsItem["Data Ping"]:GetValueString() local split = string.split(pingvalue,'(') local ping = tonumber(split[1]) if ping < 225 then getgenv().Prediction = 1.4 elseif ping < 215 then getgenv().Prediction = 1.2 elseif ping < 205 then getgenv().Prediction = 1.0 elseif ping < 190 then getgenv().Prediction = 0.10 elseif ping < 180 then getgenv().Prediction = 0.12 elseif ping < 170 then getgenv().Prediction = 0.15 elseif ping < 160 then getgenv().Prediction = 0.18 elseif ping < 150 then getgenv().Prediction = 0.110 elseif ping < 140 then getgenv().Prediction = 0.113 elseif ping < 130 then getgenv().Prediction = 0.116 elseif ping < 120 then getgenv().Prediction = 0.120 elseif ping < 110 then getgenv().Prediction = 0.124 elseif ping < 105 then getgenv().Prediction = 0.127 elseif ping < 90 then getgenv().Prediction = 0.130 elseif ping < 80 then getgenv().Prediction = 0.133 elseif ping < 70 then getgenv().Prediction = 0.136 elseif ping < 60 then getgenv().Prediction = 0.140 elseif ping < 50 then getgenv().Prediction = 0.143 elseif ping < 40 then getgenv().Prediction = 0.145 elseif ping < 30 then getgenv().Prediction = 0.155 elseif ping < 20 then getgenv().Prediction = 0.157 end end end

Steps:

1. Click COPY button for auto copy script
2. Paste the script into your script application
3. Run and done

With these simple steps, players can quickly and easily use the script to improve their Roblox game experience.

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