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- -- Define a global table to simulate getgenv()
- local globals = {}
- -- Define placeholder for get_plr() if not already defined
- local function get_plr()
- -- Placeholder implementation, replace with actual logic to get the player object.
- return game.Players.LocalPlayer
- end
- local Range = 10
- -- Define IsAlive function if not already defined
- local function IsAlive()
- -- Placeholder implementation, replace with actual logic to check if the player is alive.
- local Alive = workspace:WaitForChild("Alive", 20)
- return Alive and Alive:FindFirstChild(get_plr().Name) ~= nil
- end
- -- Define ViewParryArea function
- local function ViewParryArea()
- -- Clean up any previous Visual object
- local previousVisual = workspace:FindFirstChild("Parry Range")
- if previousVisual then
- previousVisual:Destroy()
- end
- -- Create a new Visual part
- local Visual = Instance.new("Part", workspace)
- Visual.Name = "Parry Range"
- Visual.Material = Enum.Material.ForceField
- Visual.CastShadow = false
- Visual.CanCollide = false
- Visual.Anchored = true
- Visual.BrickColor = BrickColor.new(1004)
- Visual.Shape = Enum.PartType.Ball
- -- Retrieve the local player
- local Players = game:GetService("Players")
- local Player = Players.LocalPlayer
- -- Keep track of the visibility of the parry area
- globals.ViewParryArea = true
- -- Main loop to visualize the parry area
- while globals.ViewParryArea do
- -- Use a wait time that doesnĂ¢â‚¬â„¢t degrade performance
- task.wait()
- local plrChar = Player.Character or Player.CharacterAdded:Wait()
- local plrPP = plrChar:FindFirstChild("HumanoidRootPart") or plrChar.PrimaryPart
- if plrPP then
- Visual.CFrame = CFrame.new(plrPP.Position)
- -- Additional logic for determining the Range based on your game's need
- Visual.Size = Vector3.new(Range, Range, Range)
- if plrChar:FindFirstChild("Highlight") then
- Visual.BrickColor = BrickColor.new(1004)
- Range = 30
- else
- Visual.BrickColor = BrickColor.new(1023)
- Range = 30
- end
- -- Position the Visual at the player's position
- Visual.Position = plrPP.Position
- else
- -- If the player does not have a primary part, move the Visual off-screen
- Visual.Position = Vector3.new(1000, 1000, 1000)
- end
- end
- end
- -- Call the ViewParryArea function to activate the parry area visualization
- while true do
- ViewParryArea()
- task.wait()
- end
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