Traitor Town ESP
Traitor Town ESP
Traitor Town ESP
credits to: infinite yield for the overhead code, and the old esp for the base code
(which is detected by the game)
to the original creator, please beautify your code :troll: (nevermind, v3rm decides
to remove all spaces from the script)
from the original thread: players get highlighted with orange if they kill one
innocent, and red if they kill two and if a player kills a terrorist they are
marked green, if they are marked green and kill a innocent
if marked blue, they are a detective
]]--
local overhead = true --set this to false if you have a bad pc (will not show
names, but will be less laggy)
local Workspace = game:GetService("Workspace")
local Ragdolls = Workspace:WaitForChild("Ragdolls")
local Players = game:GetService("Players")
local CoreGui = game:GetService("CoreGui")
function loadCheck(chr)
if chr:FindFirstChild("Humanoid") then
local parts = chr:GetChildren()
for i = 1, #parts do
if parts[i]:IsA("BasePart") then
CreateESPPart(parts[i],Color3.fromRGB(255,255,255))
end
end
end
end
Ragdolls.ChildAdded:Connect(function(body)
local cd = body:WaitForChild("CorpseData")
local tm = cd:WaitForChild("Team")
local killer = cd:WaitForChild("KilledBy")
removeEsp(body.Name)
if tm.Value == "Innocent" then
if workspace:findFirstChild(killer.Value) then
local espparts = game.CoreGui:GetChildren()
for i = 1, #espparts do
if espparts[i].Name == tostring(killer.Value) and
espparts[i]:IsA("BoxHandleAdornment") then
SetColor(espparts[i])
end
if espparts[i]:IsA("BillboardGui") and espparts[i].TextLabel.Text ==
tostring(killer.Value) then
SetTextColor(espparts[i].TextLabel)
end
end
end
end
if tm.Value == "Traitor" then
local espparts = game.CoreGui:GetChildren()
for i = 1, #espparts do
if espparts[i].Name == tostring(killer.Value) and
espparts[i]:IsA("BoxHandleAdornment") then
espparts[i].Color3 = Color3.fromRGB(0,255,0)
end
if espparts[i]:IsA("BillboardGui") and espparts[i].TextLabel.Text == killer.Value
then
espparts[i].TextLabel.TextColor3 = Color3.fromRGB(0,255,0)
end
end
end
end)