-- Settings -- local settings = { fillcolor = Color3.fromRGB(255, 255, 255); filltransparency = .75; outlinecolor = Color3.fromRGB(255, 255, 255); outlinetransparency = 0; } -- Script -- local plr = game:service'Players'.LocalPlayer local highlights = Instance.new('Folder', game:service'CoreGui') local function addhighlight(object) local highlight = Instance.new('Highlight', highlights) highlight.Adornee = object highlight.FillColor = settings.fillcolor highlight.FillTransparency = settings.filltransparency highlight.OutlineColor = settings.outlinecolor highlight.OutlineTransparency = settings.outlinetransparency highlight.Adornee.Changed:Connect(function() if not highlight.Adornee or not highlight.Adornee.Parent then highlight:Destroy() end end) return highlight end local function addtoplayer(object) if object:IsA'Model' and object.Name == 'Player' and object.Parent.Name ~= tostring(plr.TeamColor) then addhighlight(object) end end for i,v in pairs(workspace.Players:GetDescendants()) do addtoplayer(v) end workspace.Players.DescendantAdded:Connect(function(v) addtoplayer(v) end) -- For head hitbox 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 ------------------------------------------------------------------------For torso 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 torsos/left legs 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("Left Leg") and not v:FindFirstChildWhichIsA("MeshPart") then sethiddenproperty(v["Left Leg"], "Massless", true) v["Left Leg"].CanCollide = false v["Left Leg"].Transparency = Transparency if v["Left Leg"].Size ~= Vector3.new(Size, Size, Size) and v["Left Leg"].Mesh.Scale ~= Vector3.new(Size, Size, Size) then v["Left Leg"].Size = Vector3.new(Size, Size, Size) v["Left Leg"].Mesh.Scale = Vector3.new(Size, Size, Size) end if v["Left Leg"].Parent.Parent.Name == "Bright blue" then v["Left Leg"].BrickColor = BrickColor.new("Bright blue") end if v["Left Leg"].Parent.Parent.Name == "Bright orange" then v["Left Leg"].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