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- Size = 8 -- Setting higher than 8 or so will screw with the server hit detection and prevent your guns from damaging people. 8 is still easy to "rage" with. I recommend 2-5 if you want to look legit.
- Transparency = 0.5 -- Leave it at 0.5 if you want the heads to be visible. Set to 1 to make them invisible.
- game:GetService("RunService").Stepped:Connect(function()
- for i,v in next, workspace.Players:GetDescendants() do
- if v:FindFirstChild("Head") and not v:FindFirstChildWhichIsA("MeshPart") then
- sethiddenproperty(v.Head, "Massless", true)
- v.Head.CanCollide = false
- v.Head.Transparency = Transparency
- if v.Head.Size ~= Vector3.new(Size, Size, Size) and v.Head.Mesh.Scale ~= Vector3.new(Size, Size, Size) then
- v.Head.Size = Vector3.new(Size, Size, Size)
- v.Head.Mesh.Scale = Vector3.new(Size, Size, Size)
- end
- if v.Head.Parent.Parent.Name == "Bright blue" then
- v.Head.BrickColor = BrickColor.new("Bright blue")
- end
- if v.Head.Parent.Parent.Name == "Bright orange" then
- v.Head.BrickColor = BrickColor.new("Bright orange")
- end
- end
- end
- end)
- while wait() do
- for i,v in next, workspace.Ignore.DeadBody:GetChildren() do
- v:Destroy()
- end
- end
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