-- [[ SHADOW CORE V9: ZERO DELAY ]] -- -- Ultra-responsive AlignPosition with instant reaction local plr = game.Players.LocalPlayer local char = plr.Character or plr.CharacterAdded:Wait() local hrp = char:WaitForChild("HumanoidRootPart") local hum = char:WaitForChild("Humanoid") local run = game:GetService("RunService") local uis = game:GetService("UserInputService") local tools_storage = {} -- [[ ОПТИМАЛЬНЫЕ НАСТРОЙКИ ДЛЯ НУЛЕВОЙ ЗАДЕРЖКИ ]] -- local config = { scale = 1.2, height = 4, speed = 2, -- CRITICAL: Physics Settings для минимальной задержки responsiveness = 200, -- MAX значение (было 200) maxVelocity = math.huge, -- Без ограничений maxForce = math.huge, -- Максимальная сила rigidityEnabled = true, -- ВКЛЮЧЕНО для жесткой связи -- Visual FX trailEnabled = true, glowEnabled = true, rainbowMode = false, -- Combat autoTarget = false, flingPower = 200, rageMode = false, currentFormation = "sword" } -- [[ FORMATIONS ]] -- local formations = { sword = function(i, num, t) local pHandle = math.floor(num * 0.15) local pGuard = math.floor(num * 0.20) local x, y = 0, 0 if i <= pHandle then x = 0 y = (i / pHandle) * 2 elseif i <= pHandle + pGuard then local prog = (i - pHandle) / pGuard x = (prog - 0.5) * 4 y = 2 else local remaining = num - (pHandle + pGuard) local prog = (i - (pHandle + pGuard)) / remaining local width = 0.8 * (1 - prog) x = (i % 2 == 0 and width or -width) y = 2 + (prog * 12) end return Vector3.new(x, y, 0) end, tornado = function(i, num, t) local angle = (i / num) * math.pi * 2 local height = (i / num) * 10 local radius = 3 + math.sin(t * 2 + height) * 0.5 return Vector3.new( math.cos(angle + t * 3) * radius, height, math.sin(angle + t * 3) * radius ) end, shield = function(i, num, t) local layers = 3 local layer = math.floor((i - 1) / (num / layers)) local radius = 2 + layer * 1.5 local itemsInLayer = math.ceil(num / layers) local angleStep = (math.pi * 2) / itemsInLayer local angle = ((i - 1) % itemsInLayer) * angleStep + t return Vector3.new( math.cos(angle) * radius, 2 + math.sin(t * 2 + i) * 0.3, math.sin(angle) * radius ) end, orbit = function(i, num, t) local angle = (i / num) * math.pi * 2 local radius = 4 return Vector3.new( math.cos(angle + t * 2) * radius, 2 + math.sin(t * 4 + angle) * 1, math.sin(angle + t * 2) * radius ) end } -- [[ СБОР ИНСТРУМЕНТОВ ]] -- for _, v in pairs(plr.Backpack:GetChildren()) do if v:IsA("Tool") then v.Parent = char end end task.wait(0.2) -- [[ ИНИЦИАЛИЗАЦИЯ С ZERO-DELAY ФИЗИКОЙ ]] -- for _, v in pairs(char:GetChildren()) do if v:IsA("Tool") and v:FindFirstChild("Handle") then local h = v.Handle -- КРИТИЧНО: Минимизация массы и трения h.Massless = true h.CustomPhysicalProperties = PhysicalProperties.new( 0.001, -- Минимальная плотность 0, -- Нулевое трение 0, -- Нулевая эластичность 0, -- Нулевое сопротивление трения 0 -- Нулевой вес ) v.CanBeDropped = true local att0 = Instance.new("Attachment", h) local att1 = Instance.new("Attachment", hrp) -- ULTRA-RESPONSIVE AlignPosition local alignPos = Instance.new("AlignPosition", h) alignPos.Attachment0 = att0 alignPos.Attachment1 = att1 alignPos.MaxForce = math.huge alignPos.MaxVelocity = math.huge alignPos.Responsiveness = config.responsiveness -- 200 = мгновенно alignPos.RigidityEnabled = config.rigidityEnabled -- TRUE для жесткой связи alignPos.ReactionForceEnabled = false -- Отключаем обратную реакцию для перфа alignPos.ApplyAtCenterOfMass = true -- Применяем силу в центре масс -- ULTRA-RESPONSIVE AlignOrientation local alignRot = Instance.new("AlignOrientation", h) alignRot.Attachment0 = att0 alignRot.Attachment1 = att1 alignRot.MaxTorque = math.huge alignRot.MaxAngularVelocity = math.huge alignRot.Responsiveness = 200 -- Максимум alignRot.RigidityEnabled = true -- Жесткая ротация alignRot.ReactionTorqueEnabled = false alignRot.PrimaryAxisOnly = false -- Visual FX local trail, glow if config.trailEnabled then trail = Instance.new("Trail", h) trail.Attachment0 = Instance.new("Attachment", h) trail.Attachment1 = Instance.new("Attachment", h) trail.Attachment1.Position = Vector3.new(0, 0, 1) trail.Lifetime = 0.3 trail.MinLength = 0.05 trail.Color = ColorSequence.new(Color3.fromRGB(255, 0, 0), Color3.fromRGB(0, 255, 255)) trail.Transparency = NumberSequence.new(0.2, 1) end if config.glowEnabled then glow = Instance.new("PointLight", h) glow.Brightness = 2 glow.Range = 10 glow.Color = Color3.fromRGB(255, 100, 255) end local z_layer = math.random(-100, 100) / 10000 local entry = { tool = v, handle = h, target = att1, layer = z_layer, components = {att0, att1, alignPos, alignRot}, fx = {trail = trail, glow = glow} } table.insert(tools_storage, entry) v.AncestryChanged:Connect(function(_, newParent) if newParent ~= char then for _, comp in pairs(entry.components) do pcall(function() comp:Destroy() end) end if h then h.CanCollide = true end end end) end end if char:FindFirstChild("RightHand") then char.RightHand:Destroy() elseif char:FindFirstChild("Right Arm") then local weld = char["Right Arm"]:FindFirstChild("RightGrip") if weld then weld:Destroy() end end -- [[ AUTO-TARGET ]] -- local currentTarget = nil local function getClosestPlayer() local closest = nil local minDist = math.huge for _, p in pairs(game.Players:GetPlayers()) do if p ~= plr and p.Character and p.Character:FindFirstChild("HumanoidRootPart") then local dist = (p.Character.HumanoidRootPart.Position - hrp.Position).Magnitude if dist < minDist and dist < 50 then minDist = dist closest = p.Character.HumanoidRootPart end end end return closest end -- [[ PHYSICS LOOP - Optimized ]] -- local physics_loop = run.Heartbeat:Connect(function() pcall(function() setsimulationradius(math.huge, math.huge) plr.MaximumSimulationRadius = math.huge end) if config.autoTarget then currentTarget = getClosestPlayer() if currentTarget and config.rageMode then hrp.CFrame = CFrame.new(hrp.Position, currentTarget.Position) end end for _, data in pairs(tools_storage) do if data.handle and data.handle.Parent then -- NETLESS Velocity data.handle.AssemblyLinearVelocity = Vector3.new(25.5, 0, 0) -- Ghost Mode data.handle.CanCollide = false data.handle.CanTouch = false data.handle.CanQuery = false -- Fling Attack if config.rageMode and currentTarget then local dir = (currentTarget.Position - data.handle.Position).Unit data.handle.AssemblyLinearVelocity = dir * config.flingPower end end end end) -- [[ ANIMATION LOOP - RenderStepped для минимальной задержки ]] -- local rotation = 0 local time = 0 local anim_loop = run.RenderStepped:Connect(function(dt) if not char or not hrp then return end rotation = rotation + config.speed * dt time = time + dt local num = #tools_storage local formationFunc = formations[config.currentFormation] or formations.sword for i, data in pairs(tools_storage) do local localPos = formationFunc(i, num, time) localPos = localPos * config.scale localPos = localPos + Vector3.new(0, config.height, data.layer) local rotatedPos = CFrame.Angles(0, rotation, 0) * localPos if data.target then data.target.Position = rotatedPos data.target.Rotation = Vector3.new(0, math.deg(rotation), 90) end if config.rainbowMode and data.fx.glow then local hue = (time + i / num) % 1 data.fx.glow.Color = Color3.fromHSV(hue, 1, 1) end end end) -- [[ HOTKEYS ]] -- uis.InputBegan:Connect(function(input, gpe) if gpe then return end if input.KeyCode == Enum.KeyCode.R then config.rageMode = not config.rageMode game.StarterGui:SetCore("SendNotification", { Title = "RAGE MODE"; Text = config.rageMode and "ENABLED" or "DISABLED"; Duration = 2; }) elseif input.KeyCode == Enum.KeyCode.T then config.autoTarget = not config.autoTarget game.StarterGui:SetCore("SendNotification", { Title = "AUTO-TARGET"; Text = config.autoTarget and "ENABLED" or "DISABLED"; Duration = 2; }) elseif input.KeyCode == Enum.KeyCode.F then local formations_list = {"sword", "tornado", "shield", "orbit"} local currentIdx = table.find(formations_list, config.currentFormation) or 1 currentIdx = (currentIdx % #formations_list) + 1 config.currentFormation = formations_list[currentIdx] game.StarterGui:SetCore("SendNotification", { Title = "FORMATION"; Text = config.currentFormation:upper(); Duration = 2; }) elseif input.KeyCode == Enum.KeyCode.V then config.rainbowMode = not config.rainbowMode end end) -- [[ CLEANUP ]] -- hum.Died:Connect(function() if anim_loop then anim_loop:Disconnect() end if physics_loop then physics_loop:Disconnect() end for _, data in pairs(tools_storage) do for _, comp in pairs(data.components) do pcall(function() comp:Destroy() end) end if data.handle then data.handle.CanCollide = true end end script:Destroy() end) game.StarterGui:SetCore("SendNotification", { Title = "SHADOW CORE V9: ZERO DELAY"; Text = "Ultra-Responsive Physics | R=Rage | T=Target | F=Form"; Duration = 7; })