Phantom forces nade esp

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Script Credit :- integer#1993
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nade esp

Script
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local runService = game:GetService("RunService") local replicatedStorage = game:GetService("ReplicatedStorage") local players = game:GetService("Players") local localPlayer = players.LocalPlayer local camera = workspace.CurrentCamera local screenSize = camera.ViewportSize local cameraFrustumHeightScale = math.tan(math.deg(camera.FieldOfView / 2)) local cameraFrustumWidthScale = cameraFrustumHeightScale * screenSize.x/screenSize.y camera.Changed:Connect(function() task.wait() screenSize = camera.ViewportSize cameraFrustumHeightScale = math.tan(math.rad(camera.FieldOfView / 2)) cameraFrustumWidthScale = cameraFrustumHeightScale * screenSize.x/screenSize.y end) local drawingPool = {} local maxNadePerPlayer = 3 local char, netFuncs local newgrenadeFunc, newgrenadeIdx local Maid = loadstring(game:HttpGet("https://raw.githubusercontent.com/Quenty/NevermoreEngine/version2/Modules/Shared/Events/Maid.lua"))() local imageUrl = game:HttpGet("https://i.imgur.com/3HGuyVa.png") --thanks bbot for i,v in next, getgc(true) do local t = type(v) if t == "table" then if rawget(v, "jump") then char = v end elseif t == "function" then local info = debug.getinfo(v) if info.name == "call" and info.source:find("network") then netFuncs = debug.getupvalue(v, 1) for i2,v2 in next, netFuncs do local const = debug.getconstants(v2) if table.find(const, "Indicator") and table.find(const, "Ticking") then newgrenadeFunc, newgrenadeIdx = v2, i2 end end end end end local function translateToScreenSpace(worldPos) local relativePos = camera.CFrame:PointToObjectSpace(worldPos) local depth = -relativePos.z local rX, rY = relativePos.x, relativePos.y local pX, pY = 0.5 + 0.5*rX/(cameraFrustumWidthScale*depth), 0.5 - 0.5*rY/(cameraFrustumHeightScale*depth) return Vector3.new(screenSize.x*pX, screenSize.y*pY, depth), depth > 0 and pX >= 0 and pX = 0 and pY <= 1 end local function lerp(a, b, t) if t = 1 then return drawing.maid:DoCleaning() end if char.rootpart then local nadeTrans = 1 local direction = endPos - char.rootpart.Position local distance = direction.Magnitude if distance > blastRadius then nadeTrans = 1 - map(distance, blastRadius, blastRadius + 40, 0, 1) end local objects = drawing.objects local mainSquareOutline = objects.mainSquareOutline local upperBorder = objects.upperBorder local nadeLogo = objects.nadeLogo local nadeTypeText = objects.nadeTypeText local damageText = objects.damageText local secondsRemainingText = objects.secondsRemainingText local timerOutline = objects.timerOutline local timerSquare = objects.timerSquare local pos, onScreen = translateToScreenSpace(endPos) local secondsRemaining = math.floor((1 - percentage)*data.blowuptime*10)/10 local nadeDamage = "Safe" if not workspace:FindPartOnRayWithWhitelist(Ray.new(char.rootpart.Position, direction), {workspace.Map}, true) then if distance < r1 then nadeDamage = distance < r0 and d0 or (distance = char.gethealth() then nadeDamage = "LETHAL!" else nadeDamage = "-" .. tostring(math.floor(nadeDamage)) .. "HP" end end end nadeTypeText.Text = fragName damageText.Text = nadeDamage secondsRemainingText.Text = tostring(secondsRemaining) timerSquare.Size = Vector2.new(40 * (1 - percentage), 2) timerSquare.Color = Color3.fromRGB(0, 255, 0):Lerp(Color3.fromRGB(255, 0, 0), percentage) local size = Vector2.new(nadeTypeText.TextBounds.x + damageText.TextBounds.x + secondsRemainingText.TextBounds.x, nadeTypeText.TextBounds.y + damageText.TextBounds.y + secondsRemainingText.TextBounds.y - 4) local ultimateSize = size + Vector2.new(nadeLogo.Size.x, 11) if not onScreen or math.floor(pos.x) >= ((screenSize.x - 10) - ultimateSize.x) or math.floor(pos.y) >= ((screenSize.y - 10) - ultimateSize.y) then local rX = cameraFrustumWidthScale * ((2*pos.x)/screenSize.x - 1) * pos.z local rY = cameraFrustumHeightScale * (1 - (2*pos.y)/(screenSize.y)) * pos.z --t0ny math begin local widthEdge, heightEdge = rX < 0 and 10 or ((screenSize.x - 10) - ultimateSize.x), -rY 0 and newY < ((screenSize.y - 10) - ultimateSize.y) then pos = Vector2.new(widthEdge, newY) else pos = Vector2.new((m - rX*heightEdge)/rY, heightEdge) end --t0ny math end end pos = Vector2.new(math.floor(pos.x), math.floor(pos.y)) mainSquareOutline.Position = pos upperBorder.Position = mainSquareOutline.Position + Vector2.new(1, 1) mainSquareOutline.Size = ultimateSize upperBorder.Size = Vector2.new(mainSquareOutline.Size.x - 2, 2) nadeLogo.Position = mainSquareOutline.Position + Vector2.new(0, 4) local startingPos = nadeLogo.Position + Vector2.new(nadeLogo.Size.x + 1, 0) nadeTypeText.Position = startingPos damageText.Position = nadeTypeText.Position + Vector2.new(0, nadeTypeText.TextBounds.y - 2) secondsRemainingText.Position = damageText.Position + Vector2.new(0, damageText.TextBounds.y - 2) timerOutline.Position = secondsRemainingText.Position + Vector2.new(0, secondsRemainingText.TextBounds.y) timerSquare.Position = timerOutline.Position + Vector2.new(1, 1) timerOutline.Size = Vector2.new(42, 4) nadeLogo.Position = Vector2.new(startingPos.x - nadeLogo.Size.x, startingPos.y + math.floor((size.y - nadeLogo.Size.y + timerOutline.Size.y)/2)) for i,v in next, objects do v.Visible = true v.Transparency = nadeTrans end else for i,v in next, drawing.objects do v.Visible = false end end end)) drawing.maid:GiveTask(function() drawing.used = false for i,v in next, drawing.objects do v.Visible = false end end) end

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