Notoriety ESP system

How did notoriety do the ESP system for guards and NPCs, I first thought about surfaceGUIs but they can’t wrap around meshes so how was it done?

Here is an example of what I am talking about:

PS: Don’t send me full scripts I wanna work out how to script it.

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I’m assuming those blue NPCs have this ESP, that gets turned off individually while they are in your camera view.

Try using a ViewportFrame with a WorldModel. You can then clone those Humanoid models into the viewport, remove all decals, and everything that isn’t a limb, then color everything blue.

To see if one NPC is visible, use Camera:GetPartsObscuringTarget (check if the table of obscuring parts has more than 0 elements), or raycasting (but this is less optimized in this case). Change the visibility of these NPCs accordingly (described below).

To disable this “ESP” for one of these NPCs, change the transparency of each BasePart in the NPC’s character (less performant). Or, set the Enabled property of each “parent” ScreenGui to false – meaning you would have one NPC per ViewportFrame, and each ViewportFrame would be parented to a different ScreenGui (best performance).

When would you check whether these NPCs are visible is up to you. Either do it in RunService.RenderStepped (IMO, this is too unimportant to use in a RunService loop, sacrificing some performance), or check at an interval of, say, a quarter of a second.

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No it’s surface guis. you need to turn on the always on top property

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since ViewPortFrames are a GUI object wouldn’t it need to be positioned to an object in workspace?

I tried that but it can’t wrap around meshes

They’re using adornments.

Adornments have a AlwaysOnTop property just for this.

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well how would you get the adornments to be shaped like the player head cuz they will just be all blocky

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CylinderHandleAdornments, like what I just sent.

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Yes, if you clone the NPCs they should keep their position inside their ViewportFrame. The WorldModel is for being able to animate the Humanoids.

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