Run it
Copy the script and paste it into your executor.
RunService = :()
Players = :()
VirtualInputManager = :()
Player = Players.LocalPlayer
previousVelocities = {}
previousPlayerPosition =
hitboxLine =
(startPos, endPos)
dist = (startPos - endPos).Magnitude
part = .()
part.Size = .(, , dist)
part.CFrame = .(startPos, endPos) * .(, , -dist/)
part.Anchored =
part.CanCollide =
part.Color = .(, , )
part.Material = .Material.Neon
part.Transparency =
part.Parent =
.(, () part:() )
(ball, speed)
label = ball:()
label
label = .()
label.Name =
label.Adornee = ball
label.Size = .(,,,)
label.StudsOffset = .(,,)
label.Parent = ball
txt = .()
txt.Size = .(,,,)
txt.BackgroundTransparency =
txt.TextColor3 = .(,,)
txt.TextStrokeTransparency =
txt.Font = .Font.SourceSansBold
txt.TextScaled =
txt.Parent = label
label.TextLabel.Text = .(, speed)
(ball)
conn = ball:()
conn
conn:()
ball:(, )
.Balls.ChildAdded:((child)
Player.Character Player.Character.Parent Player.Character.Parent.Name == child:()
(child)
conn = child:():(()
child:(, )
)
child:(, conn)
)
.TrainingBalls.ChildAdded:((child)
Player.Character Player.Character.Parent Player.Character.Parent.Name ~= child:()
(child)
conn = child:():(()
child:(, )
)
child:(, conn)
)
RunService.PreSimulation:(()
character = Player.Character
character
hrp = character:()
hrp
ballFolder = (character.Parent character.Parent.Name == ) .Balls .TrainingBalls
humanoid = character:()
parryBalls = {}
closestBall, closestPredictedTime = , .huge
_, ball (ballFolder:())
ball:()
(hrp.Position, ball.Position)
currentVelocity = ball.zoomies.VectorVelocity
speed = currentVelocity.Magnitude
ballDistance = (hrp.Position - ball.Position).Magnitude
(ball, speed)
prevVel = previousVelocities[ball]
curvature =
prevVel speed > prevVel.Magnitude >
dot = .(prevVel.Unit:(currentVelocity.Unit), -, )
curvature = .(dot)
previousVelocities[ball] = currentVelocity
baseThreshold = (ballFolder == .TrainingBalls)
curvature > .()
baseThreshold = baseThreshold +
effectiveThreshold
speed <=
speed <
effectiveThreshold = baseThreshold *
effectiveThreshold = baseThreshold * ( - ( * (speed - ) / ))
speed <=
effectiveThreshold = baseThreshold *
speed <=
effectiveThreshold = baseThreshold *
effectiveThreshold = baseThreshold *
speed >
effectiveThreshold = effectiveThreshold + ((speed - ) / )
otherPlayerNearby =
_, other (Players:())
other ~= Player other.Character other.Character:()
otherHrp = other.Character.HumanoidRootPart
(hrp.Position - otherHrp.Position).Magnitude <
otherPlayerNearby =
otherPlayerNearby
effectiveThreshold = effectiveThreshold +
direction = (ball.Position - hrp.Position).Unit
ballApproachSpeed = currentVelocity:(direction)
playerApproachSpeed = hrp.Velocity:(direction)
relativeSpeed = ballApproachSpeed - playerApproachSpeed
relativeSpeed <=
relativeSpeed = currentVelocity.Magnitude
predictedTime = ballDistance / relativeSpeed
dynamicThreshold
speed <
dynamicThreshold =
speed <
dynamicThreshold = + ((speed - ) / ) * ( - )
dynamicThreshold =
ball:() == Player.Name ball:() speed >
ballDistance <=
.(parryBalls, ball)
ballDistance <= dynamicThreshold predictedTime <= effectiveThreshold
.(parryBalls, ball)
ball:() == Player.Name ball:()
predictedTime < closestPredictedTime
closestPredictedTime = predictedTime
closestBall = ball
previousPlayerPosition = hrp.Position
i, b (parryBalls)
.(()
VirtualInputManager:(,,,,,)
b:(, )
.()
)
character.Parent character.Parent.Name == humanoid
bv = hrp:()
bv
bv = .()
bv.Name =
bv.MaxForce = .(,,)
bv.P =
bv.Parent = hrp
closestBall
dist = (hrp.Position - closestBall.Position).Magnitude
dist >
bv.Velocity = (closestBall.Position - hrp.Position).Unit * (humanoid.WalkSpeed )
bv.Velocity = .(,,)
hrp.CFrame = .(hrp.Position, closestBall.Position)
bv.Velocity = .(,,)
bv = hrp:()
bv bv:()
)If you want it to be more responsive, you can set it manually to set the Threshold

Universal