--[[ 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)
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.
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)
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.
-- global variables
a = 10
-- local variables
local x = 30
Value Type | Description |
---|---|
number | Represents numbers |
string | Represents text |
nil | Differentiates values whether it has data or not |
boolean | Value can be either true or false |
function | Represents a sub-routine |
userdata | Represents arbitary C data |
thread | Represents independent threads of execution. |
table | Can hold any value except nil |
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
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 )
For loop is used to iterate a set of statements based on a condition.
for init,max/min value, increment
do
--code
end
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