Run it
Copy the script and paste it into your executor.
RunService = :()
Players = :()
VirtualInputManager = :()
Player = Players.LocalPlayer
connection
previousVelocity =
previousPlayerPosition =
hitboxLine =
(folder)
_, ball (folder:())
ball:()
ball:() ==
ball:(, )
ball
()
connection
connection:()
connection =
.Balls.ChildAdded:((child)
Player.Character Player.Character.Parent Player.Character.Parent.Name ==
ball = (.Balls)
ball
()
connection = ball:():(()
ball:(, )
)
)
.TrainingBalls.ChildAdded:((child)
Player.Character Player.Character.Parent Player.Character.Parent.Name ~=
ball = (.TrainingBalls)
ball
()
connection = ball:():(()
ball:(, )
)
)
(startPos, endPos)
distance = (startPos - endPos).Magnitude
hitboxLine
hitboxLine = .()
hitboxLine.Anchored =
hitboxLine.CanCollide =
hitboxLine.Color = .(, , )
hitboxLine.Material = .Material.Neon
hitboxLine.Transparency =
hitboxLine.Parent =
hitboxLine.Size = .(, , distance)
hitboxLine.CFrame = .(startPos, endPos) * .(, , -distance / )
RunService.PreSimulation:(()
character = Player.Character
character
hrp = character:()
hrp
ballFolder = (character.Parent character.Parent.Name == ) .Balls .TrainingBalls
ball = (ballFolder)
ball
hitboxLine
hitboxLine:()
hitboxLine =
(hrp.Position, ball.Position)
currentVelocity = ball.zoomies.VectorVelocity
speed = currentVelocity.Magnitude
distance = (hrp.Position - ball.Position).Magnitude
curvature =
previousVelocity speed > previousVelocity.Magnitude >
dot = .(previousVelocity.Unit:(currentVelocity.Unit), -, )
curvature = .(dot)
previousVelocity = currentVelocity
reactionTimeThreshold = (ballFolder == .TrainingBalls)
curvature > .()
reactionTimeThreshold = reactionTimeThreshold +
effectiveThreshold = reactionTimeThreshold
ballFolder == .TrainingBalls
speed <
multiplier = .( / speed, , )
effectiveThreshold = reactionTimeThreshold * multiplier
speed >= speed <
effectiveThreshold = reactionTimeThreshold * (speed / ) *
speed >= speed <
effectiveThreshold = reactionTimeThreshold * (speed / )
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 +
humanoid = character:()
direction = (ball.Position - hrp.Position).Unit
ballApproachSpeed = currentVelocity:(direction)
playerApproachSpeed = hrp.Velocity:(direction)
relativeSpeed = ballApproachSpeed - playerApproachSpeed
relativeSpeed <=
relativeSpeed = currentVelocity.Magnitude
predictedTime = distance / relativeSpeed
TELEPORT_THRESHOLD =
TELEPORT_DISTANCE_THRESHOLD =
previousPlayerPosition
displacement = (hrp.Position - previousPlayerPosition).Magnitude
displacement > TELEPORT_THRESHOLD distance < TELEPORT_DISTANCE_THRESHOLD
ball:() == Player.Name ball:()
VirtualInputManager:(, , , , , )
ball:(, )
ball:() == Player.Name ball:() speed > distance <=
predictedTime <= effectiveThreshold
VirtualInputManager:(, , , , , )
ball:(, )
hrp.CFrame = .(hrp.Position, ball.Position)
previousPlayerPosition = hrp.Position
character.Parent character.Parent.Name == humanoid
bv = hrp:()
bv
bv = .()
bv.Name =
bv.MaxForce = .(, , )
bv.P =
bv.Parent = hrp
distance >
bv.Velocity = (ball.Position - hrp.Position).Unit * (humanoid.WalkSpeed )
bv.Velocity = .(, , )
bv = hrp:()
bv
bv:()
)Simple logic for auto Parry and following balls

Universal