
KeylessUniversal

--[[
WARNING: Heads up! This script has not been verified by ScriptBlox. Use at your own risk!
]]
--[[
KNOCKOUT PREDICTOR — PLANET VERSION
Follows camera direction when not moving
]]
local Players = cloneref(game:GetService("Players"))
local RunService = cloneref(game:GetService("RunService"))
local ReplicatedStorage = cloneref(game:GetService("ReplicatedStorage"))
local LP = Players.LocalPlayer
local Camera = workspace.CurrentCamera
local BASE_SPEED = 7.84
local SPEED_STEP = 2.85
local FRICTION = 6.3
local powerLevel = 1
local ok, Bindables = pcall(function() return ReplicatedStorage:WaitForChild("Bindables", 5) end)
if ok and Bindables then
local ev = Bindables:FindFirstChild("PowerChanged")
if ev then ev.Event:Connect(function(n) powerLevel = n end) end
end
if _G.KO_CONN then pcall(function() _G.KO_CONN:Disconnect() end) end
if _G.KO_PARTS then for _,p in ipairs(_G.KO_PARTS) do pcall(function() p:Destroy() end) end end
local RED = Color3.fromRGB(255, 40, 40)
local function neon(sz, col, shape)
local p = Instance.new("Part")
p.Size = sz; p.Color = col or RED
p.Material = Enum.Material.Neon
p.Anchored = true; p.CanCollide = false
p.CastShadow = false; p.Transparency = 1
if shape then p.Shape = shape end
p.Parent = workspace
return p
end
local function addOutline(part)
local h = Instance.new("Highlight")
h.Adornee = part; h.FillTransparency = 1
h.OutlineColor = Color3.new(0, 0, 0)
h.OutlineTransparency = 0; h.Parent = part
end
-- ── PARTS ────────────────────────────────────
local stem = neon(Vector3.new(0.2, 0.2, 1), RED)
addOutline(stem)
local sphere = neon(Vector3.new(2.2, 2.2, 2.2), RED, Enum.PartType.Ball)
addOutline(sphere)
local DOT_N = 12
local DOT_R = 2.4
local dots = {}
for i = 1, DOT_N do
local d = neon(Vector3.new(0.7, 0.7, 0.7), RED, Enum.PartType.Ball)
addOutline(d)
dots[i] = d
end
-- ── STATE ────────────────────────────────────
local lastPos = Vector3.new(0, 0, 0)
local pulse = 0
-- ── HELPERS ──────────────────────────────────
local function flatUnit(v)
local flat = Vector3.new(v.X, 0, v.Z)
if flat.Magnitude > 0.001 then
return flat.Unit
end
return nil
end
-- ── MAIN LOOP ────────────────────────────────
_G.KO_CONN = RunService.RenderStepped:Connect(function(dt)
pulse = pulse + dt * 1.2
local char = LP.Character
local hrp = char and char:FindFirstChild("HumanoidRootPart")
if not hrp then
stem.Transparency = 1
sphere.Transparency = 1
for _, d in ipairs(dots) do d.Transparency = 1 end
return
end
local curPos = hrp.Position
local asmVel = hrp.AssemblyLinearVelocity
local posDelta = (curPos - lastPos).Magnitude / math.max(dt, 0.001)
lastPos = curPos
-- ── DIRECTION ────────────────────────────
-- Always use camera direction as primary source
-- This ensures the predictor always follows where you're looking
local dir = flatUnit(Camera.CFrame.LookVector)
-- If moving fast, use velocity direction instead
if asmVel.Magnitude > 3 then
local velDir = flatUnit(asmVel)
if velDir then
dir = velDir
end
end
if not dir then return end
-- ── SPEED & DISTANCE ─────────────────────
local moving = posDelta > 0.5
local rawSpeed = moving and posDelta or (BASE_SPEED + (powerLevel - 1) * SPEED_STEP)
local dist = (rawSpeed * rawSpeed) / (2 * FRICTION)
local endPos = Vector3.new(
curPos.X + dir.X * dist,
curPos.Y,
curPos.Z + dir.Z * dist
)
local stemDist = (endPos - curPos).Magnitude
local ps = 1 + math.sin(pulse * 0.5) * 0.03
-- ── STEM ─────────────────────────────────
if stemDist > 0.5 then
stem.CFrame = CFrame.new(curPos, endPos) * CFrame.new(0, 0, -stemDist / 2)
stem.Size = Vector3.new(0.18, 0.18, stemDist)
stem.Transparency = 0.2
else
stem.Transparency = 1
end
-- ── SPHERE ───────────────────────────────
sphere.Position = endPos + Vector3.new(0, 1.1, 0)
sphere.Size = Vector3.new(2.2 * ps, 2.2 * ps, 2.2 * ps)
sphere.Transparency = 0.1
-- ── ORBITING DOTS ────────────────────────
local rot = pulse * 0.3
for i = 1, DOT_N do
local angle = (i - 1) * (2 * math.pi / DOT_N) + rot
local x = endPos.X + DOT_R * math.cos(angle)
local z = endPos.Z + DOT_R * math.sin(angle)
local y = endPos.Y + 1.1
local sz = 0.65 + math.sin(pulse * 0.6 + i * 0.5) * 0.03
dots[i].CFrame = CFrame.new(x, y, z)
dots[i].Size = Vector3.new(sz, sz, sz)
dots[i].Transparency = 0.08
end
end)
_G.KO_PARTS = { stem, sphere }
for _, d in ipairs(dots) do table.insert(_G.KO_PARTS, d) end
_G.KO_DESTROY = function()
if _G.KO_CONN then _G.KO_CONN:Disconnect() end
for _, p in ipairs(_G.KO_PARTS or {}) do pcall(function() p:Destroy() end) end
print("[KO] Removed")
end
print("[KO Predictor] Loaded!")



This is calling predict It can be use predict your enemy move * stupid *
@Dontaskmyname why is it stupid?
doesnt work
@yhivghjvjhvjhgjhg what do you mean? explain
dude i tried it but how the heck does it work like what is the idea