The document loads a script that creates a GUI window for an auto parry script in the game Blade Ball. It loads necessary services and creates tabs and toggles in the GUI. The auto parry script connects to events to track the player and ball objects, calculates time until a ball impacts the player, and fires a parry input if within a dynamic threshold distance/time.
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The document loads a script that creates a GUI window for an auto parry script in the game Blade Ball. It loads necessary services and creates tabs and toggles in the GUI. The auto parry script connects to events to track the player and ball objects, calculates time until a ball impacts the player, and fires a parry input if within a dynamic threshold distance/time.
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local Rayfield = loadstring(game:HttpGet('https://sirius.
menu/rayfield'))()
local workspace = game:GetService("Workspace")
local players = game:GetService("Players") local localPlayer = players.LocalPlayer local UserInputService = game:GetService("UserInputService") local replicatedStorage = game:GetService("ReplicatedStorage") local heartbeatConnection
local AutoParry = Window:CreateTab("Auto Parry", 13014537525)
local function startAutoParry()
local player = game.Players.LocalPlayer local character = player.Character or player.CharacterAdded:Wait() local replicatedStorage = game:GetService("ReplicatedStorage") local runService = game:GetService("RunService") local parryButtonPress = replicatedStorage.Remotes.ParryButtonPress local ballsFolder = workspace:WaitForChild("Balls")
print("Script successfully ran.")
local function onCharacterAdded(newCharacter)
character = newCharacter end
player.CharacterAdded:Connect(onCharacterAdded)
local focusedBall = nil
local function chooseNewFocusedBall()
local balls = ballsFolder:GetChildren() focusedBall = nil for _, ball in ipairs(balls) do if ball:GetAttribute("realBall") == true then focusedBall = ball break end end end
chooseNewFocusedBall()
local function timeUntilImpact(ballVelocity, distanceToPlayer, playerVelocity)
local directionToPlayer = (character.HumanoidRootPart.Position - focusedBall.Position).Unit local velocityTowardsPlayer = ballVelocity:Dot(directionToPlayer) - playerVelocity:Dot(directionToPlayer)
if velocityTowardsPlayer <= 0 then
return math.huge end
local distanceToBeCovered = distanceToPlayer - 40
return distanceToBeCovered / velocityTowardsPlayer end
local BASE_THRESHOLD = 0.15
local VELOCITY_SCALING_FACTOR = 0.002
local function getDynamicThreshold(ballVelocityMagnitude)
local adjustedThreshold = BASE_THRESHOLD - (ballVelocityMagnitude * VELOCITY_SCALING_FACTOR) return math.max(0.12, adjustedThreshold) end
local function checkBallDistance()
if not character:FindFirstChild("Highlight") then return end local charPos = character.PrimaryPart.Position local charVel = character.PrimaryPart.Velocity
if focusedBall and not focusedBall.Parent then
chooseNewFocusedBall() end
if not focusedBall then return end
local ball = focusedBall
local distanceToPlayer = (ball.Position - charPos).Magnitude
if distanceToPlayer < 10 then
parryButtonPress:Fire() return end
local timeToImpact = timeUntilImpact(ball.Velocity, distanceToPlayer,
charVel) local dynamicThreshold = getDynamicThreshold(ball.Velocity.Magnitude)
if timeToImpact < dynamicThreshold then
parryButtonPress:Fire() end end heartbeatConnection = game:GetService("RunService").Heartbeat:Connect(function() checkBallDistance() end) end
local function stopAutoParry()
if heartbeatConnection then heartbeatConnection:Disconnect() heartbeatConnection = nil end end
local AutoParryToggle = AutoParry:CreateToggle({
Name = "Auto Parry", CurrentValue = false, Flag = "AutoParryFlag", Callback = function(Value) if Value then startAutoParry() else stopAutoParry() end end, })
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