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Off-screen

Deadlock ยท Visual. Pointers along the screen edge to enemies and runes that are currently outside the camera's view: hero portrait, an arrow in their direction, health and distance.

Also searched as: off-screen, offscreen, offscreen esp, off-screen indicators, arrows to enemies, enemy pointers, enemy behind you, enemy indicator, screen edge arrows, runes

Where to find it in the menuโ€‹

Visual โ†’ Off-screen

Four sections inside: Enemies, Runes, Layout, Appearance.

How to enableโ€‹

  1. Menu (Insert) โ†’ Visual โ†’ Off-screen.
  2. Turn on the State toggle in the page header: the script is off by default.
  3. Pointers to enemies and runes are enabled right away. While the page is open, a dotted ring is shown on screen โ€” the line along which the pointers will be placed.

What it doesโ€‹

  • For every living enemy that is not in frame, draws a pointer: the hero portrait in a health ring and an arrow in their direction. As soon as the enemy appears on screen, the pointer fades out smoothly.
  • Takes the nearest enemies within Max distance, no more than Max indicators. The enemy order is stable: a nearer enemy gives up its place to another only when that one is more than 2 m and 10% closer. Small distance jitter therefore does not swap portraits or make them flicker at the indicator limit; a displaced pointer fades out smoothly.
  • By default shows only visible enemies (those your team can see). If you turn off "Visible enemies only", pointers also appear for invisible enemies โ€” at the Occluded opacity.
  • The health ring around the portrait is colored according to the hero's health.
  • Nearby warning: an enemy closer than the Warning distance (35 m) is highlighted with the warning color (orange by default).
  • Distance fade: the farther the enemy, the more transparent the pointer. At Fade distance and beyond, opacity drops to the set percentage. At 100 % there is no fade.
  • Runes โ€” separate pointers to active runes within Rune distance, with the rune icon and distance.
  • Pointer placement:
    • Safe edge โ€” along the screen edges, inset from the edge;
    • Focus ring (default) โ€” along a ring of the set radius around the screen center.
  • When pointers overlap (enemies on the same side), Overlap handling applies:
    • Stable priority (default) โ€” pointers stay in place and overlap; the pointer of the enemy higher in the stable order (usually the nearer one) is on top;
    • Collision โ€” overlapping pointers are spread along the screen edge or the ring from the middle of their group, in the same order as their enemies, with room for arrows and distance labels. Every pointer stays beside its own enemy: an enemy passing another one does not drag the other's pointer around the ring.

Settingsโ€‹

Main page

SettingTypeDefaultRange / optionsWhat it does
StateHeader toggleOffโ€”Enables the script

Enemies

SettingTypeDefaultRange / optionsWhat it does
Show enemiesHeader toggle of the sectionOnโ€”Pointers to enemy heroes
Max distanceSlider, m20025โ€“500No pointer is drawn beyond this
Max indicatorsSlider61โ€“12How many of the nearest enemies to show at once
Visible enemies onlyToggleOnโ€”Show only enemies your team can see

Runes

SettingTypeDefaultRange / optionsWhat it does
Show runesHeader toggle of the sectionOnโ€”Pointers to active runes
Rune distanceSlider, m7525โ€“300No rune pointer is drawn beyond this
Rune colorColorLight blueโ€”Rune pointer color

Layout

SettingTypeDefaultRange / optionsWhat it does
PlacementDropdownFocus ringSafe edge, Focus ringWhere the pointers are placed
Overlap handlingDropdownStable priorityStable priority, CollisionWhat to do with overlapping pointers. "Collision" spreads them along the edge or ring
Screen insetSlider, px7848โ€“220Pointer inset from the screen edges
Focus radiusSlider, %6140โ€“95Ring radius. Only for "Focus ring"
Circular ringToggleOffโ€”The ring is a perfect circle rather than an oval matching the screen proportions. Only for "Focus ring"
Indicator sizeSlider, px5236โ€“76Pointer size

Appearance โ€” when "Show enemies" is off, the health, occluded opacity, indicator color and warning rows are hidden

SettingTypeDefaultRange / optionsWhat it does
Show distanceToggleOnโ€”Label with the distance in meters
Show healthToggleOnโ€”Health ring around the portrait
Occluded opacitySlider, %7230โ€“100Opacity of the pointer to an invisible enemy
Distance fadeSlider, %10010โ€“100Opacity of the pointer to a distant enemy or rune. 100 โ€” no fade
Fade distanceSlider, m6010โ€“300The distance at which the fade is complete
Indicator colorColorWhiteโ€”Color of the enemy pointers
Nearby warning + Warning colorToggle + colorOn, orangeโ€”Highlight enemies closer than the warning distance
Warning distanceSlider, m3510โ€“100Threshold for the warning

Text settings โ€” gear (settings) icon in the "Appearance" section, visible when "Show distance" is on

SettingTypeDefaultRange / optionsWhat it does
FontDropdownDefaultmenu fontsLabel font
Font sizeSlider, px119โ€“24Label size
WeightDropdownSemi-boldRegular, Medium, Semi-bold, BoldLetter thickness
CaseDropdownDefaultDefault, Uppercase, LowercaseLetter case
Text colorColorWhiteโ€”Label color
Text offsetSlider, px60โ€“24Label offset from the pointer
Under textDropdownOutlineNone, Glow, Outline, ShadowEffect under the text
Text shade colorColorBlack, semi-transparentโ€”Hidden with "None"
Text glow radiusSlider, px21โ€“4Only for "Glow"

FAQโ€‹

Pointers don't appear. The script is off by default โ€” turn on State in the page header. A pointer is drawn only for an enemy who is not in frame and is closer than Max distance (200 m).

Why is there no pointer to an enemy who is definitely nearby? "Visible enemies only" is on by default: enemies invisible to your team are not shown. Turn this option off.

The pointers get in the way in the center of the screen. Decrease or increase Focus radius, or switch Placement to "Safe edge" โ€” the pointers will move to the screen edges.

Enemy pointers overlap each other. Switch Overlap handling in the Layout section to "Collision": overlapping pointers will spread along the screen edge or the ring.

Why did a pointer turn orange?

The enemy is closer than the Warning distance (35 m). Disable it with the "Nearby warning" toggle.