--[[
	WARNING: Heads up! This script has not been verified by ScriptBlox. Use at your own risk!
]]
local fov = 100
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")
local Players = game:GetService("Players")
local Cam = game.Workspace.CurrentCamera

local FOVring = Drawing.new("Circle")
FOVring.Visible = true
FOVring.Thickness = 2
FOVring.Color = Color3.fromRGB(128, 0, 128) -- Purple color
FOVring.Filled = false
FOVring.Radius = fov
FOVring.Position = Cam.ViewportSize / 2

local function updateDrawings()
    local camViewportSize = Cam.ViewportSize
    FOVring.Position = camViewportSize / 2
end

local function onKeyDown(input)
    if input.KeyCode == Enum.KeyCode.Delete then
        RunService:UnbindFromRenderStep("FOVUpdate")
        FOVring:Remove()
    end
end

UserInputService.InputBegan:Connect(onKeyDown)

local function lookAt(target)
    local lookVector = (target - Cam.CFrame.Position).unit
    local newCFrame = CFrame.new(Cam.CFrame.Position, Cam.CFrame.Position + lookVector)
    Cam.CFrame = newCFrame
end

local function getClosestPlayerInFOV(trg_part)
    local nearest = nil
    local last = math.huge
    local playerMousePos = Cam.ViewportSize / 2

    for _, player in ipairs(Players:GetPlayers()) do
        if player ~= Players.LocalPlayer then
            local part = player.Character and player.Character:FindFirstChild(trg_part)
            if part then
                local ePos, isVisible = Cam:WorldToViewportPoint(part.Position)
                local distance = (Vector2.new(ePos.x, ePos.y) - playerMousePos).Magnitude

                if distance < last and isVisible and distance < fov then
                    last = distance
                    nearest = player
                end
            end
        end
    end

    return nearest
end

RunService.RenderStepped:Connect(function()
    updateDrawings()
    local playerInSight = getClosestPlayerInSightFOV("Head")
    local lock = Character.Head.Position
    if lock then 
    local ray = Workspace:FindFirstChild("Head")
    if "Head" or ray then 
    local closest = getClosestPlayerInFOV("Head")
    if closest and closest.Character:FindFirstChild("Head") then 
    local playerInSight = getClosestPlayerInSightFOV("Head")
    if playerInSight and playerInSight.Character:FindFirstChild("Head") then 
        lookAt(closest.Character.Head.Position)
    end
end) 
by

Lua online compiler

Write, Run & Share Lua code online using OneCompiler's Lua online compiler for free. It's one of the robust, feature-rich online compilers for Lua language, running the latest Lua version 5.4. Getting started with the OneCompiler's Lua editor is easy and fast. The editor shows sample boilerplate code when you choose language as Lua and start coding.

Taking inputs (stdin)

OneCompiler's Lua online editor supports stdin and users can give inputs to programs using the STDIN textbox under the I/O tab. Following is a sample Lua program which takes name as input and prints hello message with your name.

name = io.read("*a")
print ("Hello ", name)

About Lua

Lua is a light weight embeddable scripting language which is built on top of C. It is used in almost all kind of applications like games, web applications, mobile applications, image processing etc. It's a very powerful, fast, easy to learn, open-source scripting language.

Syntax help

Variables

  • By default all the variables declared are global variables
  • If the variables are explicitly mentioned as local then they are local variables.
  • Lua is a dynamically typed language and hence only the values will have types not the variables.

Examples

-- global variables
a = 10

-- local variables

local x = 30
Value TypeDescription
numberRepresents numbers
stringRepresents text
nilDifferentiates values whether it has data or not
booleanValue can be either true or false
functionRepresents a sub-routine
userdataRepresents arbitary C data
threadRepresents independent threads of execution.
tableCan hold any value except nil

Loops

1. While:

While is also used to iterate a set of statements based on a condition. Usually while is preferred when number of iterations are not known in advance.

while(condition)
do
--code
end

2. Repeat-Until:

Repeat-Until is also used to iterate a set of statements based on a condition. It is very similar to Do-While, it is mostly used when you need to execute the statements atleast once.

repeat
   --code
until( condition )

3. For:

For loop is used to iterate a set of statements based on a condition.

for init,max/min value, increment
do
   --code
end

Functions

Function is a sub-routine which contains set of statements. Usually functions are written when multiple calls are required to same set of statements which increase re-usuability and modularity.

optional_function_scope function function_name( argument1, argument2, argument3........, argumentn)
--code
return params with comma seperated
end