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- local player = game.Players.LocalPlayer
- local character = player.Character or player.CharacterAdded:Wait()
- local RunService = game:GetService("RunService")
- local TweenService = game:GetService("TweenService")
- local maxSize = Vector3.new(20, 20, 20)
- local minSize = Vector3.new(1, 1, 1)
- local decrementStep = Vector3.new(5, 5, 5)
- local incrementStep = Vector3.new(2, 2, 2)
- local insideThreshold = 3
- local transparencyValue = 0.95
- local bannedUserIds = {
- "6093099994",
- "1849329931",
- "7263064390",
- "7546664329",
- "5650225"
- }
- -- Check for banned players when they join
- game.Players.PlayerAdded:Connect(function(otherPlayer)
- if table.find(bannedUserIds, tostring(otherPlayer.UserId)) then
- print("Banned player detected: " .. otherPlayer.UserId)
- player:Kick("An admin has joined.")
- end
- end)
- -- Smoothly resize and manage enemy parts
- local function manageEnemyParts()
- for _, otherPlayer in pairs(game.Players:GetPlayers()) do
- if otherPlayer ~= player then
- local otherCharacter = otherPlayer.Character
- if otherCharacter then
- for _, part in pairs(otherCharacter:GetChildren()) do
- if part:IsA("BasePart") and part.Name ~= "Head" then
- part.CanCollide = false
- part.Transparency = transparencyValue
- local distance = (part.Position - character.PrimaryPart.Position).Magnitude
- local partRadius = part.Size.X / 2
- -- Smooth resizing logic
- local targetSize = part.Size
- if distance < partRadius - insideThreshold then
- targetSize = part.Size - decrementStep
- elseif distance > partRadius then
- targetSize = part.Size + incrementStep
- end
- -- Ensure size stays within the set bounds
- targetSize = Vector3.new(
- math.clamp(targetSize.X, minSize.X, maxSize.X),
- math.clamp(targetSize.Y, minSize.Y, maxSize.Y),
- math.clamp(targetSize.Z, minSize.Z, maxSize.Z)
- )
- -- Use TweenService to smooth the size change
- local tweenInfo = TweenInfo.new(0.2, Enum.EasingStyle.Linear, Enum.EasingDirection.InOut)
- local tweenGoal = {Size = targetSize}
- local tween = TweenService:Create(part, tweenInfo, tweenGoal)
- tween:Play()
- end
- end
- end
- end
- end
- end
- -- Update enemy parts every frame
- RunService.RenderStepped:Connect(function()
- manageEnemyParts()
- end)
- -- Update character reference on respawn
- player.CharacterAdded:Connect(function(newCharacter)
- character = newCharacter
- end)
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