0% found this document useful (0 votes)
52 views

Ball Velocity Script

This script is designed for a game environment, enabling an automatic parry feature for the player. It includes settings for parrying based on distance and ball speed, and displays the ball's velocity in real-time. The script also plays a sound upon successful parry and has not been verified by ScriptBlox, indicating potential risks in its use.

Uploaded by

qpm4rvrnyj
Copyright
© © All Rights Reserved
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
52 views

Ball Velocity Script

This script is designed for a game environment, enabling an automatic parry feature for the player. It includes settings for parrying based on distance and ball speed, and displays the ball's velocity in real-time. The script also plays a sound upon successful parry and has not been verified by ScriptBlox, indicating potential risks in its use.

Uploaded by

qpm4rvrnyj
Copyright
© © All Rights Reserved
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 3

--[[

WARNING: This script has not been verified by ScriptBlox. Use at your own risk!
]]

local Stats = game:GetService("Stats")


local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local VirtualInputManager = game:GetService("VirtualInputManager")
local UserInputService = game:GetService("UserInputService")

local local_player = Players.LocalPlayer or Players.PlayerAdded:Wait()


local camera = workspace.CurrentCamera
local parry_remote = nil

-- Parry Settings
getgenv().Fsploit = {
["AutoParry"] = true, -- AutoParry is always enabled
["PingBased"] = false,
["PingBasedOffset"] = 0,
["DistanceToParry"] = 0.5,
["BallSpeedCheck"] = true,
}

-- Blade Ball Functions


local function resolve_parry_Remote()
for _, service in pairs({game:GetService("ReplicatedStorage"),
game:GetService("Players")}) do
local temp_remote = service:FindFirstChildOfClass("RemoteEvent")
if temp_remote and temp_remote.Name:find("\n") then
parry_remote = temp_remote
break
end
end
end

local function IsTheTarget()


return local_player.Character and
local_player.Character:FindFirstChild("Highlight")
end

local function FindBall()


local RealBall
for _, v in pairs(workspace:WaitForChild("Balls"):GetChildren()) do
if v:GetAttribute("realBall") == true then
RealBall = v
break
end
end
return RealBall
end

ReplicatedStorage.Remotes.ParrySuccess.OnClientEvent:Connect(function()
local hit_Sound = Instance.new("Sound", game:GetService("CoreGui"))
hit_Sound.SoundId = "rbxassetid://936447863"
hit_Sound.Volume = 5
hit_Sound:Play()
end)
-- Function to calculate and display ball velocity on the ball itself
task.spawn(function()
local lastPosition = nil
local ball = nil

RunService.Heartbeat:Connect(function()
ball = FindBall()
if ball then
local ballPosition = ball.Position
local ballVelocity = ball.AssemblyLinearVelocity.Magnitude

-- Create or update the BillboardGui to show velocity on the ball


if not ball:FindFirstChild("VelocityDisplay") then
local velocityDisplay = Instance.new("BillboardGui")
velocityDisplay.Name = "VelocityDisplay"
velocityDisplay.Adornee = ball
velocityDisplay.Size = UDim2.new(0, 200, 0, 50)
velocityDisplay.StudsOffset = Vector3.new(0, 3, 0) -- Adjust
height above the ball
velocityDisplay.AlwaysOnTop = true
velocityDisplay.Parent = ball

local velocityLabel = Instance.new("TextLabel")


velocityLabel.Size = UDim2.new(1, 0, 1, 0)
velocityLabel.BackgroundTransparency = 0.5
velocityLabel.BackgroundColor3 = Color3.fromRGB(0, 0, 0) -- Black
background
velocityLabel.TextScaled = true
velocityLabel.TextColor3 = Color3.fromRGB(255, 255, 255)
velocityLabel.Text = "Velocity: 0"
velocityLabel.Parent = velocityDisplay
end

-- Update the velocity display on the ball


local velocityDisplay = ball:FindFirstChild("VelocityDisplay")
if velocityDisplay then
local velocityLabel = velocityDisplay:FindFirstChild("TextLabel")
if velocityLabel then
velocityLabel.Text = "Velocity: " .. math.floor(ballVelocity)
end
end

-- Check if AutoParry conditions are met


if getgenv().Fsploit.AutoParry then
local Distance = local_player:DistanceFromCharacter(ballPosition)
local Ping = ballVelocity * (Stats.Network.ServerStatsItem["Data
Ping"]:GetValue() / 1000)

if getgenv().Fsploit.PingBased then
Distance -= Ping + getgenv().Fsploit.PingBasedOffset
end

if getgenv().Fsploit.BallSpeedCheck and ballVelocity == 0 then


return end

-- Parry if close enough and velocity is adequate


if (Distance / ballVelocity) <= getgenv().Fsploit.DistanceToParry
and IsTheTarget() then
print("Parrying!")
VirtualInputManager:SendMouseButtonEvent(0, 0, 0, true, game,
0)
VirtualInputManager:SendMouseButtonEvent(0, 0, 0, false, game,
0)
end
end
end
end)
end)

resolve_parry_Remote()

print("✅ Script Loaded Successfully! AutoParry is ALWAYS ENABLED!")

You might also like