local plrs = game:GetService("Players")
local uis = game:GetService("UserInputService")
local rs = game:GetService("RunService")
local lp = plrs.LocalPlayer
local hb_size = Vector3.new(10, 10, 10)
local state = false
local loop = nil
local cache = {}
local function update()
for _, p in next, plrs:GetPlayers() do
if p ~= lp and p.Character then
local b = p.Character:FindFirstChild("Hitbox")
if b and b:IsA("BasePart") then
if not cache[p] then cache[p] = b.Size end
b.Size = hb_size
b.Transparency = 0.5
b.Color = Color3.fromRGB(255, 0, 0)
b.CanCollide = false
end
end
end
end
local function reset()
for p, s in next, cache do
if p.Character then
local b = p.Character:FindFirstChild("Hitbox")
if b then
b.Size = s
b.Transparency = 1
end
end
end
table.clear(cache)
end
uis.InputBegan:Connect(function(i, g)
if g or i.KeyCode ~= Enum.KeyCode.X then return end
state = not state
if state then
loop = rs.RenderStepped:Connect(update)
else
if loop then loop:Disconnect() end
reset()
end
end)
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