New Script For No Scope | Arcade Mobile And Pc Fix

Players on No Scope Arcade often encounter "ghost shots" (firing but nothing happens), input lag on mobile, and scope desynchronization. This is frequently caused by the game engine waiting for animation frames that mobile browsers deprioritize to save battery.

Even with the new script, some users encounter glitches. Here is the "No Scope Arcade Mobile and PC Fix" checklist:

Issue 1: Script crashes on launch

Issue 2: Mobile screen goes black during scope animation

Issue 3: PC Mouse feels "floaty" after applying fix

Issue 4: Game detects script as cheat (False positive)

This script should be placed inside StarterPlayerScripts or as a LocalScript within StarterGui.

--[[
	No Scope Arcade: Hybrid Mobile/PC Fix
	Author: AI Assistant
	Description: Provides instant raycast shooting with input-agnostic handling.
	Features: 
	- Eliminates projectile lag (Raycasting).
	- Dynamic Input: Click for PC, Tap for Mobile.
	- Crosshair locking.
]]

local Players = game:GetService("Players") local UserInputService = game:GetService("UserInputService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local RunService = game:GetService("RunService")

local LocalPlayer = Players.LocalPlayer local Character = LocalPlayer.Character or LocalPlayer.CharacterAdded:Wait() local Camera = workspace.CurrentCamera new script for no scope arcade mobile and pc fix

-- Configuration local RAYCAST_DISTANCE = 1000 local DAMAGE = 50 local FIRE_RATE = 0.5 -- Seconds between shots

-- Remote Event Setup (Ensure this exists in ReplicatedStorage) local ShootEvent = ReplicatedStorage:WaitForChild("ShootEvent") -- Create this in your game if missing

-- State local canShoot = true local isMobile = UserInputService.TouchEnabled

-- // CORE LOGIC: The "Fix" \ --

local function FireWeapon() if not canShoot then return end canShoot = false

-- 1. Get the Mouse/Touch Position in 3D Space
-- We use the center of the screen for "No Scope" feel, 
-- or UserInputService:GetMouseLocation() for mouse aim.
local screenPosition
if isMobile then
	-- Mobile: Shoot from center of screen (or last touch pos if you prefer)
	screenPosition = Camera.ViewportSize / 2
else
	-- PC: Shoot exactly where the mouse is
	screenPosition = UserInputService:GetMouseLocation()
end
-- 2. Calculate the Ray
local ray = Camera:ViewportPointToRay(screenPosition.X, screenPosition.Y)
local origin = ray.Origin
local direction = ray.Direction * RAYCAST_DISTANCE
-- 3. Visual Feedback (Instant local effect)
-- This creates a laser beam instantly so the player sees it immediately
local rayParams = RaycastParams.new()
rayParams.FilterDescendantsInstances = Character -- Don't shoot yourself
rayParams.FilterType = Enum.RaycastFilterType.Exclusion
local raycastResult = workspace:Raycast(origin, direction, rayParams)
-- 4. Process Hit
local hitPosition = origin + direction
local hitPart = nil
local hitHumanoid = nil
if raycastResult then
	hitPosition = raycastResult.Position
	hitPart = raycastResult.Instance
if hitPart then
		-- Check for Humanoid (Standard or R6/R15 compatibility)
		local model = hitPart:FindFirstAncestorOfClass("Model")
		if model and model:FindFirstChild("Humanoid") then
			hitHumanoid = model.Humanoid
		end
	end
end
-- 5. Visualize the Shot (Local)
drawLaser(origin, hitPosition)
-- 6. Send to Server (Anti-Cheat validation should happen server-side)
ShootEvent:FireServer(
	origin = origin,
	hitPosition = hitPosition,
	hitPart = hitPart,
	timestamp = tick()
)
-- Cooldown
task.wait(FIRE_RATE)
canShoot = true

end

-- // VISUALIZER \ -- function drawLaser(startPos, endPos) local part = Instance.new("Part") part.Anchored = true part.CanCollide = false part.Material = Enum.Material.Neon part.Color = Color3.fromRGB(255, 0, 0) part.Size = Vector3.new(0.1, 0.1, (startPos - endPos).Magnitude) part.CFrame = CFrame.lookAt(startPos, endPos) * CFrame.new(0, 0, -(startPos - endPos).Magnitude / 2) part.Parent = workspace game:GetService("Debris"):AddItem(part, 0.1) end

-- // INPUT HANDLING \ --

-- PC Handling UserInputService.InputBegan:Connect(function(input, gameProcessed) if gameProcessed then return end

if input.UserInputType == Enum.UserInputType.MouseButton1 then
	FireWeapon()
end

end)

-- Mobile Handling if isMobile then -- Create a Fire Button for Mobile local screenGui = Instance.new("ScreenGui") screenGui.Name = "MobileFireUI" screenGui.ResetOnSpawn = false screenGui.Parent = LocalPlayer:WaitForChild("PlayerGui")

local fireButton = Instance.new("TextButton")
fireButton.Name = "FireButton"
fireButton.Size = UDim2.new(0, 100, 0, 100)
fireButton.Position = UDim2.new(1, -120, 1, -120)
fireButton.BackgroundColor3 = Color3.fromRGB(255, 50, 50)
fireButton.Text = "FIRE"
fireButton.TextScaled = true
fireButton.Parent = screenGui
fireButton.MouseButton1Click:Connect(FireWeapon)
print("Mobile Fix Loaded: Custom Fire Button Initialized")

end

print("No Scope Script Loaded | Device: " .. (isMobile and "Mobile" or "PC"))

Visuals: Gameplay footage of No Scope Arcade – split screen showing mobile (touch) vs PC (mouse).

SCRIPT:

“Tired of your shots not registering in No Scope Arcade? On mobile, it feels clunky. On PC, the scope drags. There’s a new script that fixes both.”

Here’s what it does:

How to install (quick steps):

Before & After: Watch the difference – no more ‘I shot first’ deaths.

Like and save before this gets patched.


Requirements: Administrative privileges for the first run.

| Platform | Check | |----------|-------| | PC Mouse | No jitter, smooth 360° turn, consistent shot accuracy | | PC Touch (if laptop) | Same as mobile behavior | | Mobile (iOS/Android) | Drag feels responsive, no lag in rotation, crosshair stays centered |

Quick debug output (insert in handleMouseMovement and handleTouchMovement): Players on No Scope Arcade often encounter "ghost

print("Delta:", deltaX, deltaY)  -- remove in production