Exunys ESP Methods - Documentation

WrapPlayers

<void> ExunysDeveloperESP.WrapPlayers(<void>)

Wraps every player in the game.

Load

<void> ExunysDeveloperESP.Load(<void>)

Wraps every player in the game and renders a crosshair. Note: You cannot call this method twice. Faster alternative, equivalent to ExunysDeveloperESP() which uses a __call metamethod that proxies this method.

RenderCrosshair

<void> ExunysDeveloperESP.RenderCrosshair(<void>)

Draws a crosshair.

RemoveCrosshair

<void> ExunysDeveloperESP.RemoveCrosshair(<void>)

Removes the drawn crosshair.

UnwrapPlayers

<boolean> Success | ExunysDeveloperESP.UnwrapPlayers(<void>)

Unwraps every player that is wrapped in the game.

GetEntry

<table> Entry | ExunysDeveloperESP.GetEntry(<Instance> Object[, <string> Hash])

Miscellaneous method, returns the entry of the specified Object (player or part) which contains core information of the wrapped object like the assigned hash, rig type, name / pseudo name, visuals (render objects), render flags / checks etc. It is more recommended you use the second parameter, Hash, for more precise results. If no entry is found, the method will return nil, example:

ExunysDeveloperESP.GetEntry(nil, Hash) --> <table/nil> Entry / nil 

This method could be used for changing some specifics like the allowed visuals table.

Note: The allowed visuals table is only used for when it renders the visual, they do not get used while the visual updates. At the current state of the module, you must call the Restart method for the changes to take effect.

At the current state for the beta release, this method does not serve a lot of purpose and if you rewrite any of the pointers, the closures responsible for updating the render objects might start to malfunction and show inaccurate results for positions, names, size snapping and etc.

For now, you can only change the render distance of the entry with this method with the following example:

ExunysDeveloperESP.GetEntry(Hash).RenderDistance = 500

UnwrapObject

<void> ExunysDeveloperESP.UnwrapObject(<Instance> Object, <string> Hash)

Note: For maximal precision, parse a hash when calling this method. This method unwraps the wrapped entry which gets identified by the parsed Object or Hash, meaning it destroys every visual and removes them from the entries table. Example code:

do
    local Hash = ExunysDeveloperESP.WrapObject(workspace.Part, "Cool Part", {Tracer = false}, 500))
    
    task.delay(5, ExunysDeveloperESP.UnwrapObject, Hash)
end

UpdateConfiguration

<table> New environment | ExunysDeveloperESP.UpdateConfiguration(<table> DeveloperSettings, <table> Settings, <table> Properties)

This method is used as an auxillary function for the LoadConfiguration and SaveConfiguration methods. It is not useful for any user occasions since you can just modify the settings yourself by setting a new index. Example:

ExunysDeveloperESP.Properties.Crosshair.Rotate = true

WrapObject

<string> Hash | ExunysDeveloperESP:WrapObject(<Instance> Object[, <string> Pseudo Name, <table> Allowed Visuals, <uint> Render Distance])

With this method you can wrap parts, NPCs and players. For Players: - The parsed Object must be an instance of class type Player. For Parts: - The parsed Object must be a part, or a model with an available PrimaryPart. For NPCs: - The parsed Object can be a part or a model, the script checks its parent or children for any humanoids.

Note: The health bar and head dot visual will only apply to NPCs.

This method wraps the specified Object in parameter #1 which displayable name (for the ESP text) can be modified by attaching an optional Pseudo Name in parameter #2. You can also choose which visuals get rendered by parsing a table, Allowed Visuals in parameter #3 which follows the following format:

local AllowedVisuals = {
    ESP = true,
    Tracer = true,
    HeadDot = true, -- for NPCs / Players
    Box = true,
    HealthBar = true -- for NPCs / Players
}

Any unspecified values will be counted as set to true, meaning you can disable only the visuals you choose, example:

local AllowedVisuals = {
    Tracer = false -- Will only intercept the rendering of the tracer
}

And for the Render Distance, if parameter #4 is nil the value would be set to infinity automatically, this parameter declares if the visual object will be rendered or not if the player is in the specified radius / distance of the object, if not, the visuals will be temporarily disabled until the user meets the allowed radius distance again.

UnwrapAll

<boolean> Success | ExunysDeveloperESP:UnwrapAll(<void>)

This method unwraps every wrapped object in the script's environment (players, NPCs and parts) and removes the rendered crosshair. This method will return a result once it is done with everything to allow you to yield your program until you get a response.

Restart

<void> ExunysDeveloperESP:Restart(<void>)

Performs a quick unwrap & wrap on the already wrapped entries in the environment. Note: This method rewrites every entry's hash.

Exit

<void> ExunysDeveloperESP:Exit(<void>)

Unwraps every wrapped object, removes the rendered crosshair (if there is one) and unloads the module from the script executor's environment. Technically, this methodis used for unloading the module.

LoadConfiguration

<void> ExunysDeveloperESP:LoadConfiguration(<void>)

Sets the current settings to the the stored configuration at the specified path found in the developer settings (ExunysDeveloperESP.DeveloperSettings.Path). Both this and the SaveConfiguration methods use Exunys' Config Library which requires your script execution engine to support file system functions like readfile, writefile, delfile etc.

SaveConfiguration

<void> ExunysDeveloperESP:SaveConfiguration(<void>)

Saves the developer settings, settings and properties tables from the environment as a .cfg format (the tables are in JSON format) in the specified path in developer settings.

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