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Baritone — for Roblox.
ARGUS is the most advanced client-side navigation and pathfinding system for Roblox. It ignores PathfindingService entirely, builds its own navigation graph from live world geometry, finds routes with a custom A* engine, and then physically drives your character using a technique-based movement system — all from a single executor script.
| Feature | Details |
|---|---|
| Custom A* | Pure-Lua A* with a binary min-heap. No PathfindingService dependency. |
| Navigation graph | Built by raycasting against actual world geometry, not navmesh approximations. |
| 3 route biases | balanced, distance-first, risk-avoidance — scored and the best picked automatically. |
| Path smoothing | String-pulling (greedy line-of-sight) removes redundant waypoints; optional Catmull-Rom spline for humanization. |
| Realtime repair | Blocked edge → local re-expansion from current position, not a full cold replan. |
| Partial paths | When no full route exists, ARGUS returns the furthest partial path found. |
| Long-distance routing | Multi-layer 3D heuristic handles vertical navigation naturally. |
ARGUS raycasts a configurable sphere around the character every scan interval and tags each node:
floor · wall · gap · slope · ladder · truss · water · moving platform · conveyor · elevator · rotating platform · door · hazard · narrow passage
- Records position/velocity history for every moving object (circular buffer, 120 samples).
- Fits linear, oscillating, and circular motion models via least-squares.
- Predicts future platform positions up to 3 seconds ahead.
- Calculates the optimal jump timing window for moving platforms.
Every movement type is a self-contained module that implements:
CanUse(ctx) → bool
Execute(ctx) → bool (success/fail)
EstimateCost(ctx) → number
EstimateSuccessRate(ctx) → number (0–1)
DebugInfo(ctx) → string
Built-in techniques:
| Technique | Description |
|---|---|
Walk |
Standard ground movement |
Jump |
Upward jumps within MaxJumpHeight |
SafeFall |
Controlled drops up to MaxFallDistance |
GapCross |
Full-speed momentum jumps over gaps |
ClimbLadder |
Tagged ladder parts |
ClimbTruss |
Roblox TrussPart auto-climb |
Swim |
Water terrain navigation |
StairClimb |
Small-step jump-assist up stairs |
CornerCut |
Diagonal short-cuts on sharp turns |
JumpChain |
Bunny-hop chains of consecutive Jump edges |
RideElevator |
Board, ride, and exit vertical elevators |
RideConveyor |
Ride BodyVelocity conveyor belts |
RidePlatform |
Jump onto predicted moving platforms, ride, jump off |
New techniques can be added by registering any table with the five methods above.
- Smooth camera follow with configurable lag factor.
- Random head turns via TweenService (probability-gated per frame).
- Random idle observation pauses (pause → look around → resume).
- ±10% walk-speed variation per segment.
- Sub-100ms anti-robot jitter delays before each movement segment.
| Color | Edge type |
|---|---|
| 🟢 Green | Walk |
| 🟡 Yellow | Jump |
| 🔵 Blue | Climb |
| 🟠 Orange | Advanced / Gap |
| 🟣 Purple | Moving Platform / Elevator |
| 🩷 Pink | Conveyor |
| 🔴 Red | Hazard |
| ⚪ White | Destination |
- 3D Beams between nodes with
BillboardGuidistance labels. - SelectionBox highlights on current target and destination nodes.
- 2D minimap (200×200 px overhead panel) updates at 4 Hz.
| Tab | Contents |
|---|---|
| Navigation | Go To Position, Go To Part, Follow Player, Stop, Pause, Recalculate, Export Route |
| Visualization | Per-layer toggles, minimap toggle + scale slider |
| Movement | Speed multiplier, per-technique enable/disable, humanization controls |
| Observation | Live list of tracked moving objects with model type and confidence % |
| AI | Route score breakdown, decision rationale, candidate route comparison |
| Debug | Live stats overlay: FPS, node/edge count, A* iterations, scan time, replan count |
Paste this one-liner into your executor and run it:
loadstring(game:HttpGet("https://raw.githubusercontent.com/LizardRush/ARGUS/main/exploit.lua?raw=true"))()ARGUS fetches all modules from this repository on first run (~3–5 s depending on connection speed). Subsequent re-runs reuse the in-memory cache, so they start instantly.
Supported executors: Synapse X · KRNL · Fluxus · Script-Ware · Delta · Macsploit · Opiumware — any executor exposing syn.request, request(), http.request, http_request, or game:HttpGet.
Re-running safely:
exploit.luacallsgetgenv().ARGUS_STOP()at the top of every execution, cleanly destroying the previous instance (connections, visuals, scanner loop) before starting a new one. No doubling up.
- Place
Main.luaas a LocalScript insideStarterPlayerScripts. - Mirror the folder tree underneath it — each
.luafile in this repo becomes a ModuleScript with the matching name, inside a Folder of the matching directory name. - Enable HttpService → HttpEnabled = true (required for the Rayfield UI).
- Press Play.
Main.lua (executor entry point / LocalScript)
│
├── Config.lua — all tunable constants
│
├── Core/
│ ├── ObservationSystem.lua — motion tracking & prediction
│ ├── WorldScanner.lua — geometry → spatial hash of nodes
│ ├── NavigationGraph.lua — typed edge graph (Walk/Jump/Climb/…)
│ ├── AStarPathfinder.lua — custom A* with binary min-heap
│ └── PathSmoother.lua — string-pulling + Catmull-Rom spline
│
├── Movement/
│ ├── MovementTechDB.lua — technique registry & dispatcher
│ ├── MovementController.lua — state machine (Idle→Executing→Stuck)
│ └── Techniques/
│ ├── Walk.lua
│ ├── Jump.lua
│ ├── ClimbLadder.lua
│ ├── ClimbTruss.lua
│ ├── Swim.lua
│ ├── RideElevator.lua
│ ├── RideConveyor.lua
│ ├── RidePlatform.lua
│ ├── SafeFall.lua
│ ├── GapCross.lua
│ ├── StairClimb.lua
│ ├── CornerCut.lua
│ └── JumpChain.lua
│
├── AI/
│ ├── RouteScorer.lua — weighted multi-criteria route scoring
│ └── AIDecisionSystem.lua — candidate generation, replanning lifecycle
│
├── Humanization/
│ └── HumanizationSystem.lua — camera follow, head turns, idle pauses
│
├── Visualization/
│ ├── VisualizationSystem.lua — 3D beams, labels, SelectionBox (pooled)
│ └── MinimapPanel.lua — 2D overhead minimap ScreenGui
│
├── UI/
│ └── UISystem.lua — Rayfield window (6 tabs)
│
└── Debug/
└── DebugPanel.lua — live stats overlay ScreenGui
WorldScanner ──(nodes)──▶ NavigationGraph ──(graph)──▶ AStarPathfinder
│
PathSmoother (waypoints)
│
AIDecisionSystem
(scores 3 candidates)
│
MovementController
(dispatches to TechDB)
│
MovementTechDB → Technique.Execute()
All constants live in Config.lua. Key values:
| Constant | Default | Description |
|---|---|---|
NodeSpacing |
4 |
Studs between grid scan points |
ScanRadius |
50 |
World scan radius around character |
ScanInterval |
0.5 |
Seconds between full rescans |
MaxJumpHeight |
8 |
Max upward jump (studs) |
MaxFallDistance |
20 |
Safe fall distance (studs) |
MaxJumpHorizontal |
12 |
Max horizontal jump distance |
MaxAStarIter |
5000 |
A* iteration cap before partial-path return |
ReplanCooldown |
0.5 |
Min seconds between replans |
MaxJitter |
0.5 |
Waypoint XZ noise for humanization |
UseFallbackPFS |
false |
Enable PathfindingService as last resort |
Create a new file in Movement/Techniques/:
local MyTech = {}
MyTech.__index = MyTech
function MyTech.new() return setmetatable({}, MyTech) end
function MyTech:CanUse(ctx)
return ctx.edge.edgeType == "Walk" -- your condition
end
function MyTech:Execute(ctx)
ctx.humanoid:MoveTo(ctx.toNode.position)
task.wait(1)
return true -- return false on failure to trigger replan
end
function MyTech:EstimateCost(ctx) return 1.5 end
function MyTech:EstimateSuccessRate(ctx) return 0.9 end
function MyTech:DebugInfo(ctx) return "MyTech" end
return MyTechThen in Main.lua, register it before the existing techniques:
local MyTech = loadStep("MyTech", "Movement/Techniques/MyTech.lua")
techDB:Register("MyTech", MyTech.new())The dispatcher automatically picks the highest successRate / cost technique that passes CanUse.
- Scanner: coroutine-based, yields every 50 iterations — never blocks a frame.
- Edge builder: yields every 20 nodes.
- A*: runs on a task thread, not the heartbeat.
- Visualization: object-pooled Beams/BillboardGuis, diff-based updates at ≤10 Hz.
- Observation: model refits at 1 Hz, not per-frame.
- RaycastParams: created once, reused across all raycasts.
Typical FPS impact on mid-range hardware: < 3 FPS during scanning, < 1 FPS during navigation.
MIT — do whatever you want, just don't remove the attribution.
Made by LizardRush