Run it
Copy the script and paste it into your executor.
P = :()
R = :()
C = .CurrentCamera
L = P.LocalPlayer
e =
b =
o = {}
c = {}
E_C = .(, , )
T_C = .(, , )
B_C = .(, , )
W_C = .(, , )
g = .()
g.ResetOnSpawn =
g.Parent = L:()
S = .(, , , )
G_C = .(, , )
S_C = .(, , )
F = .()
F.Size = S
F.Position = .(, , , )
F.BackgroundColor3 = G_C
F.BorderSizePixel =
F.Parent = g
S_1 = .(, F)
S_1.Color = S_C
S_1.Thickness =
B_1 = .()
B_1.Size = .(, , , )
B_1.Position = .(, , , )
B_1.BackgroundColor3 = e T_C E_C
B_1.Text = e
B_1.TextColor3 = .(, , )
B_1.TextSize =
B_1.Font = .Font.GothamBold
B_1.Parent = F
B_1.MouseButton1Click:(()
e = e
B_1.Text = e
B_1.BackgroundColor3 = e T_C E_C
)
F_2 = .()
F_2.Size = S
F_2.Position = .(, , , + S.Y.Offset + )
F_2.BackgroundColor3 = G_C
F_2.BorderSizePixel =
F_2.Parent = g
S_2 = .(, F_2)
S_2.Color = S_C
S_2.Thickness =
B_2 = .()
B_2.Size = .(, , , )
B_2.Position = .(, , , )
B_2.BackgroundColor3 = b B_C .(, , )
B_2.Text = b
B_2.TextColor3 = .(, , )
B_2.TextSize =
B_2.Font = .Font.GothamBold
B_2.Parent = F_2
B_2.MouseButton1Click:(()
b = b
B_2.Text = b
B_2.BackgroundColor3 = b B_C .(, , )
)
(p)
L L.Team
p == L
L.Team ~= p.Team
(p)
L.Character E_C
(p) E_C T_C
(p, char)
p == L o[p]
c_i = (p)
d_c, f_b = {}, {}
i=,
d_c[i] = .()
d_c[i].Thickness =
d_c[i].Color = c_i
d_c[i].Transparency =
i=,
f_b[i] = .()
f_b[i].Thickness =
f_b[i].Color = c_i
f_b[i].Transparency =
beam = .()
beam.Thickness =
beam.Color = B_C
beam.Transparency =
n_t = .()
n_t.Size =
n_t.Center =
n_t.Outline =
n_t.Color = W_C
n_t.Font =
s_t = .()
s_t.Size =
s_t.Center =
s_t.Outline =
s_t.Color = W_C
s_t.Font =
h_o = .()
h_o.Thickness =
h_o.Color = .(, , )
h_o.Transparency =
h_f = .()
h_f.Thickness =
h_f.Color = .(, , )
h_f.Transparency =
o[p] = {
corners = d_c,
fullBox = f_b,
beam = beam,
nameText = n_t,
statusText = s_t,
healthBarOutline = h_o,
healthBarFill = h_f
}
(p)
o[p]
_, v (o[p].corners {}) v v.Remove v:()
_, v (o[p].fullBox {}) v v.Remove v:()
o[p].beam o[p].beam.Remove o[p].beam:()
o[p].nameText o[p].nameText.Remove o[p].nameText:()
o[p].statusText o[p].statusText.Remove o[p].statusText:()
o[p].healthBarOutline o[p].healthBarOutline.Remove o[p].healthBarOutline:()
o[p].healthBarFill o[p].healthBarFill.Remove o[p].healthBarFill:()
o[p] =
()
p, _ (o)
P:(p.Name)
(p)
d = R.RenderStepped:(()
lc = L.Character
lr = lc lc:()
x = C.ViewportSize.X
y = C.ViewportSize.Y
h = .(x / , )
p, v (o)
char = p.Character
rt = char char:()
hd = char char:()
hum = char char:()
is_e = (p)
c_b = is_e E_C T_C
t_c = W_C
b rt lr
rp, on = C:(rt.Position)
v.beam.Visible = on
on
v.beam.To = .(rp.X, rp.Y)
v.beam.From = h
v.beam.Color = B_C
v.beam.Visible =
e
_, line (v.corners {}) line.Visible =
_, line (v.fullBox {}) line.Visible =
v.nameText v.nameText.Visible =
v.statusText v.statusText.Visible =
v.healthBarOutline v.healthBarOutline.Visible =
v.healthBarFill v.healthBarFill.Visible =
char rt hd hum hum.Health <=
_, line (v.corners {}) line.Visible =
_, line (v.fullBox {}) line.Visible =
v.nameText v.nameText.Visible =
v.statusText v.statusText.Visible =
v.healthBarOutline v.healthBarOutline.Visible =
v.healthBarFill v.healthBarFill.Visible =
rp, on = C:(rt.Position)
ho =
lpo =
hp = C:(hd.Position + .(, ho, ))
lp = C:(rt.Position - .(, lpo, ))
on
_, line (v.corners) line.Color = c_b
_, line (v.fullBox) line.Color = c_b
v.nameText.Color = t_c
v.statusText.Color = t_c
dist = .((lr.Position - rt.Position).Magnitude)
health = .(hum.Health)
max = hum.MaxHealth
v.nameText.Text = p.DisplayName
v.nameText.Position = .(rp.X, hp.Y - )
v.nameText.Visible =
H = .(hp.Y - lp.Y)
W = H *
c_l = .(W, H) *
tl = .(rp.X - W / , hp.Y)
tr = .(rp.X + W / , hp.Y)
bl = .(rp.X - W / , hp.Y + H)
br = .(rp.X + W / , hp.Y + H)
v.fullBox[].From = tl
v.fullBox[].To = tr
v.fullBox[].From = tr
v.fullBox[].To = br
v.fullBox[].From = br
v.fullBox[].To = bl
v.fullBox[].From = bl
v.fullBox[].To = tl
_, line (v.fullBox) line.Visible =
v.corners[].From = tl
v.corners[].To = .(tl.X + c_l, tl.Y)
v.corners[].From = tl
v.corners[].To = .(tl.X, tl.Y + c_l)
v.corners[].From = tr
v.corners[].To = .(tr.X - c_l, tr.Y)
v.corners[].From = tr
v.corners[].To = .(tr.X, tr.Y + c_l)
v.corners[].From = bl
v.corners[].To = .(bl.X + c_l, bl.Y)
v.corners[].From = bl
v.corners[].To = .(bl.X, bl.Y - c_l)
v.corners[].From = br
v.corners[].To = .(br.X - c_l, br.Y)
v.corners[].From = br
v.corners[].To = .(br.X, br.Y - c_l)
_, line (v.corners) line.Visible =
hb_y = bl.Y +
hb_w = W
hb_e = bl.X + hb_w
v.healthBarOutline.From = .(bl.X, hb_y)
v.healthBarOutline.To = .(hb_e, hb_y)
v.healthBarOutline.Visible =
hf_e = bl.X + (hb_w * (health / max))
v.healthBarFill.From = .(bl.X, hb_y)
v.healthBarFill.To = .(hf_e, hb_y)
v.healthBarFill.Color = .( - (health / max), health / max, )
v.healthBarFill.Visible =
v.statusText.Text = .. health .. .. dist ..
v.statusText.Position = .(rp.X, hb_y + )
v.statusText.Visible =
_, line (v.corners {}) line.Visible =
_, line (v.fullBox {}) line.Visible =
v.nameText v.nameText.Visible =
v.statusText v.statusText.Visible =
v.healthBarOutline v.healthBarOutline.Visible =
v.healthBarFill v.healthBarFill.Visible =
)
R.Heartbeat:(cl)
(p)
p == L o[p]
(char)
char:() o[p]
(p, char)
ca_c = p.CharacterAdded:(hh)
c[p] = ca_c
p.Character
(p.Character)
(p)
(p)
c[p] c[p].Disconnect
c[p]:()
c[p] =
()
_, p (P:())
p ~= L o[p]
(p)
()
.()
()
.(loop_p)
P.PlayerAdded:(ap)
P.PlayerRemoving:(rp)
_, p (P:())
p ~= L
(p)
g.Destroying:(()
d d:()
p (o) (p)
p, con (c)
con con.Disconnect con:()
)
Universal