local enabled = true
Player = script.Parent.Parent
character = Player.CharacterAdded:wait();
mouse = Player:GetMouse()
Run = game:GetService("RunService")
Torso = Player.Character.Torso
function onKeyDown(key)
key = key:lower()
if key == "r" then
game:GetService("Chat"):Chat(Player.Character.Head, "REN!")
r = Instance.new("Part")
r.Shape = "Ball"
r.Transparency = 0.7
r.BrickColor = BrickColor.new("White")
r.TopSurface = "Smooth"
r.BottomSurface = "Smooth"
r.CanCollide = false
r.Size = r.Size +Vector3.new(0.07, 0.07, 0.07)
wait()
r.Size = r.Size - Vector3.new (0.07, 0.07, 0.07)
r.CFrame = Player.Character.Torso.CFrame *CFrame.new(0, 0, 0)
r.Parent = workspace
Weld = Instance.new("Weld")
Weld.Part0 = r
--Weld.C0 = r.CFrame:inverse
Weld.Part1 = Torso
Weld.Parent = character
end
end
mouse.KeyDown:connect(onKeyDown)
✓ ANSWER ACCEPTED
Why doesn't my ball inflate then deflate?
1 answer
✓ Accepted answer
Remove the r.Size variable after the equal signs in line 18 & 20 and you should be fine.
This discussion is preserved as it was. New answers, comments, and votes are closed.

2 comments
Seems that no one knows how to fix it u.u.
Do you have any debugging to know that the waiting at the top actually finished? Instead of waiting for the event it might be better to just use a loop to wait for Player.Character