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)