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
- Menu (
Insert) โ Visual โ Off-screen. - Turn on the State toggle in the page header: the script is off by default.
- 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
| Setting | Type | Default | Range / options | What it does |
|---|---|---|---|---|
| State | Header toggle | Off | โ | Enables the script |
Enemies
| Setting | Type | Default | Range / options | What it does |
|---|---|---|---|---|
| Show enemies | Header toggle of the section | On | โ | Pointers to enemy heroes |
| Max distance | Slider, m | 200 | 25โ500 | No pointer is drawn beyond this |
| Max indicators | Slider | 6 | 1โ12 | How many of the nearest enemies to show at once |
| Visible enemies only | Toggle | On | โ | Show only enemies your team can see |
Runes
| Setting | Type | Default | Range / options | What it does |
|---|---|---|---|---|
| Show runes | Header toggle of the section | On | โ | Pointers to active runes |
| Rune distance | Slider, m | 75 | 25โ300 | No rune pointer is drawn beyond this |
| Rune color | Color | Light blue | โ | Rune pointer color |
Layout
| Setting | Type | Default | Range / options | What it does |
|---|---|---|---|---|
| Placement | Dropdown | Focus ring | Safe edge, Focus ring | Where the pointers are placed |
| Overlap handling | Dropdown | Stable priority | Stable priority, Collision | What to do with overlapping pointers. "Collision" spreads them along the edge or ring |
| Screen inset | Slider, px | 78 | 48โ220 | Pointer inset from the screen edges |
| Focus radius | Slider, % | 61 | 40โ95 | Ring radius. Only for "Focus ring" |
| Circular ring | Toggle | Off | โ | The ring is a perfect circle rather than an oval matching the screen proportions. Only for "Focus ring" |
| Indicator size | Slider, px | 52 | 36โ76 | Pointer size |
Appearance โ when "Show enemies" is off, the health, occluded opacity, indicator color and warning rows are hidden
| Setting | Type | Default | Range / options | What it does |
|---|---|---|---|---|
| Show distance | Toggle | On | โ | Label with the distance in meters |
| Show health | Toggle | On | โ | Health ring around the portrait |
| Occluded opacity | Slider, % | 72 | 30โ100 | Opacity of the pointer to an invisible enemy |
| Distance fade | Slider, % | 100 | 10โ100 | Opacity of the pointer to a distant enemy or rune. 100 โ no fade |
| Fade distance | Slider, m | 60 | 10โ300 | The distance at which the fade is complete |
| Indicator color | Color | White | โ | Color of the enemy pointers |
| Nearby warning + Warning color | Toggle + color | On, orange | โ | Highlight enemies closer than the warning distance |
| Warning distance | Slider, m | 35 | 10โ100 | Threshold for the warning |
Text settings โ gear (settings) icon in the "Appearance" section, visible when "Show distance" is on
| Setting | Type | Default | Range / options | What it does |
|---|---|---|---|---|
| Font | Dropdown | Default | menu fonts | Label font |
| Font size | Slider, px | 11 | 9โ24 | Label size |
| Weight | Dropdown | Semi-bold | Regular, Medium, Semi-bold, Bold | Letter thickness |
| Case | Dropdown | Default | Default, Uppercase, Lowercase | Letter case |
| Text color | Color | White | โ | Label color |
| Text offset | Slider, px | 6 | 0โ24 | Label offset from the pointer |
| Under text | Dropdown | Outline | None, Glow, Outline, Shadow | Effect under the text |
| Text shade color | Color | Black, semi-transparent | โ | Hidden with "None" |
| Text glow radius | Slider, px | 2 | 1โ4 | Only 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.