Curve Scope
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Curve Scope

Kick Ball! ⚽ [NEW]NolanzNolanz 10.9K views 208 executesUpdated Apr 18, 2025
5.0/ 5(1 votes)
10100% Positive
Lua Script•120 lines (3559 chars)
local Workspace = game:GetService("Workspace")
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")

local LocalPlayer = Players.LocalPlayer
local Ball = Workspace:WaitForChild("gamespace"):WaitForChild("ball"):WaitForChild("base")
local MarkerFolder = Workspace:FindFirstChild("TacticalPathMarkers") or Instance.new("Folder", Workspace)
MarkerFolder.Name = "TacticalPathMarkers"

local MarkerPool = {}

local function gradientColor(t)
return Color3.fromRGB(255 * (1 - t), 255 * t, 0)
end

local function getMarker(t)
local part = table.remove(MarkerPool)
if not part then
part = Instance.new("Part")
part.Anchored = true
part.CanCollide = false
part.Material = Enum.Material.Neon
part.Shape = Enum.PartType.Ball
part.Size = Vector3.new(0.25, 0.25, 0.25)
end
part.Color = gradientColor(t)
part.Transparency = 0.15 + 0.2 * t
part.Parent = MarkerFolder
return part
end

local function clearMarkers()
for _, m in ipairs(MarkerFolder:GetChildren()) do
m.Parent = nil
table.insert(MarkerPool, m)
end
end

local function getTarget()
for _, p in ipairs(Players:GetPlayers()) do
if p ~= LocalPlayer and p.Character then
for _, v in ipairs(p.Character:GetChildren()) do
if v:IsA("Highlight") then
return p.Character:FindFirstChild("HumanoidRootPart")
end
end
end
end
end

local function drawCurve(p0, p1, p2, segments)
for i = 0, segments do
local t = i / segments
local a = p0:Lerp(p1, t)
local b = p1:Lerp(p2, t)
local point = a:Lerp(b, t)
local marker = getMarker(t)
marker.Position = point
end
end

-- Tactical Convergence Zone Visualization
local function drawConvergenceZone(ballPos, targetPos, playerPos)
-- Find the point of intersection (simple vector projection)
local ballToTarget = (targetPos - ballPos).Unit
local ballToPlayer = (playerPos - ballPos).Unit
local intersectionPoint = ballPos + ballToTarget * (ballPos - targetPos).Magnitude * 0.5 -- Estimated convergence

-- Visualize convergence zone  
local convergencePart = Instance.new("Part")  
convergencePart.Anchored = true  
convergencePart.CanCollide = false  
convergencePart.Shape = Enum.PartType.Ball  
convergencePart.Size = Vector3.new(2, 2, 2)  -- Zone radius  
convergencePart.Color = Color3.fromRGB(255, 0, 0)  
convergencePart.Position = intersectionPoint  
convergencePart.Transparency = 0.5  
convergencePart.Material = Enum.Material.Neon  
convergencePart.Parent = MarkerFolder

end

-- Physics
local lastPos = Ball.Position
local lastVel = Vector3.zero
local lastTime = tick()

RunService.Heartbeat:Connect(function()
local now = tick()
local dt = now - lastTime
lastTime = now

local curPos = Ball.Position  
local velocity = (curPos - lastPos) / dt  
local acceleration = (velocity - lastVel) / dt  
lastPos = curPos  
lastVel = velocity  

local targetHRP = getTarget()  
local myHRP = LocalPlayer.Character and LocalPlayer.Character:FindFirstChild("HumanoidRootPart")  
if not (targetHRP and myHRP) then return clearMarkers() end  

-- Sophisticated Prediction  
local dist = (targetHRP.Position - curPos).Magnitude  
local time = math.clamp(dist / velocity.Magnitude, 0.1, 2)  
local predicted = targetHRP.Position + targetHRP.Velocity * time  

clearMarkers()  

-- Sophisticated Bezier from Ball → Predicted → Player  
local control1 = predicted + Vector3.new(0, 5, 0)  
local control2 = myHRP.Position + Vector3.new(0, 2, 0)  

drawCurve(curPos, control1, predicted, 6)  
drawCurve(predicted, control2, myHRP.Position, 6)  

-- Draw the convergence zone based on the paths  
drawConvergenceZone(curPos, predicted, myHRP.Position)

end)

Features & Information

Features: **Real-Time Ball Tracking** Continuously monitors the ball’s position, velocity, and acceleration for precise physics-based predictions. **Target Locking System** Automatically detects highlighted enemy players and locks onto their HumanoidRootPart as the prediction target. **Advanced Path Visualization** Uses Bezier curves to draw the tactical path from the ball to the predicted enemy position, and then to the local player. Gradient-colored neon markers provide clear trajectory visuals. **Dynamic Convergence Zone** Calculates and displays a glowing red Neon sphere at the estimated convergence point between the ball, target, and player — revealing potential interception or pass zones. **Optimized Marker Pooling** Recycles marker parts to reduce lag and improve performance during intense movement sequences. **Heartbeat-Synced Updates** Frame-by-frame updates via RunService.Heartbeat for ultra-smooth animation and real-time tactical feedback.
#Kick Ball

Community Comments (3)

NolanzNolanzApr 18, 2025

Made w ChatGPT

rarexerarexeApr 18, 2025

use deepseek better haha

NolanzNolanzApr 18, 2025

@rarexe Cool for you ._.

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