
KeylessUniversal

print("[ESP INIT] Deploying Flat-Shaded Pure Red Chams (Low Opacity)...")
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local CoreGui = game:GetService("CoreGui")
local localPlayer = Players.LocalPlayer
local camera = workspace.CurrentCamera
-- Configuration
local CHAMS_CONFIG = {
UpdateInterval = 0.05, -- Fast 50ms interval loop
-- Visual Customization (Flat, uniform red fill with no intersecting lines)
ChamTransparency = 0.70, -- Lowered opacity for a softer, more transparent look
ColorTarget = Color3.fromRGB(255, 30, 30) -- Clean pure red
}
local trackingData = {}
local positionHistory = {} -- Keeps track of last positions to calculate true movement
-- Secure 3D container folder inside CoreGui so the game cannot delete it
local chamStorage = CoreGui:FindFirstChild("BloxStrikeChamsStorage")
if not chamStorage then
chamStorage = Instance.new("Folder")
chamStorage.Name = "BloxStrikeChamsStorage"
chamStorage.Parent = CoreGui
end
-- 1. Manual Position Delta Scanner (UNCHANGED)
task.spawn(function()
while true do
local success, err = pcall(function()
local tempTargets = {}
local allElements = workspace:GetDescendants()
for _, obj in ipairs(allElements) do
if obj:IsA("BasePart") and (obj.Name == "HumanoidRootPart" or obj.Name == "Torso" or obj.Name == "UpperTorso") then
-- Ignore local player structure
local isLocal = false
if localPlayer.Character and obj:IsDescendantOf(localPlayer.Character) then
isLocal = true
end
if not isLocal then
local parent = obj.Parent
if parent then
local uniqueId = parent.Name .. "_" .. tostring(obj:GetDebugId())
local currentPos = obj.Position
-- Calculate if the position has changed since the last update frame
local hasMoved = false
if positionHistory[uniqueId] then
local distanceMoved = (currentPos - positionHistory[uniqueId]).Magnitude
-- If it's shifting positions, it's a live player running around
if distanceMoved > 0.001 and distanceMoved < 50 then
hasMoved = true
end
end
-- Cache the current position for the next interval calculation
positionHistory[uniqueId] = currentPos
-- Only track active moving entities on the ground map layer
if hasMoved then
table.insert(tempTargets, {
UniqueKey = uniqueId,
TargetPart = obj,
CharacterModel = parent
})
end
end
end
end
end
trackingData = tempTargets
end)
if not success then
print("[SCANNER ERROR]: " .. tostring(err))
end
task.wait(CHAMS_CONFIG.UpdateInterval)
end
end)
-- Helper to apply smooth, line-free 3D chams to character limbs
local function ApplySmoothChamToPart(part, uniqueKey, color)
local partKey = uniqueKey .. "_" .. part.Name
local adorn = chamStorage:FindFirstChild(partKey)
if not adorn then
adorn = Instance.new("BoxHandleAdornment")
adorn.Name = partKey
-- Keeps it exactly flush with the limb dimensions to prevent overlapping intersections
adorn.Size = part.Size
adorn.AlwaysOnTop = true -- Forces the flat red material to show straight through walls
adorn.ZIndex = 6
adorn.Parent = chamStorage
end
adorn.Adornee = part
adorn.Color3 = color
adorn.Transparency = CHAMS_CONFIG.ChamTransparency
return partKey
end
-- 2. Clean 3D Rendering Layer
RunService.RenderStepped:Connect(function()
local currentActiveKeys = {}
for _, target in ipairs(trackingData) do
local character = target.CharacterModel
-- Make sure the part and its model are still actively in the game hierarchy
if target.TargetPart and target.TargetPart.Parent then
if character and character.Parent then
local finalColor = CHAMS_CONFIG.ColorTarget
-- Cycle through the parts of the moving player model and apply the line-free overlays
for _, limb in ipairs(character:GetChildren()) do
if limb:IsA("BasePart") and limb.Name ~= "HumanoidRootPart" then
local registeredKey = ApplySmoothChamToPart(limb, target.UniqueKey, finalColor)
currentActiveKeys[registeredKey] = true
end
end
end
end
end
-- Instantly destroy 3D chams for characters that stop moving, die, or despawn
for _, adorn in ipairs(chamStorage:GetChildren()) do
if not currentActiveKeys[adorn.Name] then
adorn:Destroy()
end
end
end)
print("[ESP PIPELINE FLUSHED] Smooth flat-shaded pure red chams are active.")No comments yet for this script.



