I've tried local scripts, i've tried to size the body parts differently, nothing works!
I want this script to be when you spawn in, you will be sized 0.5 like in Kohl's Admin Commands.
no-one has tutorials on this and I really need this to be done. an example script i've tried:
function onPlayerEntered (newPlayer) wait (5) newPlayer.Character.Torso.Size = 0.5, 1, 0.5 newPlayer.Character.Head.Size = 0.5, 0.5, 0.5 newPlayer.Character.leftArm.Size = 0.5, 1, 0.5 newPlayer.Character.rightArm.Size = 0.5, 1, 0.5 newPlayer.Character.leftLeg.Size = 0.5, 1, 0.5 end
game.Players.PlayerAdded:connect (onPlayerEntered) (DOES NOT WORK.)
By the way someone referred this to me, it was a model. I am not used to scripting like this.
An example of the spawn-sizing script I want is this: https://gyazo.com/12c6c24ab7937b962e0876ffd50e8ff3
Little Angels Daycare has a script like this.
I have tried another code, but it worked to no avail. It messed up my game entirely.
The reason why your current script doesn't work is because it doesn't recognize the number values. The size variable for the character parts are defined as a Vector3, so you have to create a new vector for each part.
function onPlayerEntered (newPlayer) wait (5) newPlayer.Character.Torso.Size = Vector3.new(0.5, 1, 0.5) newPlayer.Character.Head.Size = Vector3.new(0.5, 1, 0.5) newPlayer.Character.leftArm.Size = Vector3.new(0.5, 1, 0.5) newPlayer.Character.rightArm.Size = Vector3.new(0.5, 1, 0.5) newPlayer.Character.leftLeg.Size = Vector3.new(0.5, 1, 0.5) end game.Players.PlayerAdded:connect (onPlayerEntered)
This however only resizes each part to what is defined, and doesn't exactly scale your model as you think it would. To actually do that, it would require a lot more coding which is out of my scripting knowledge.
CREDITS: CloneTrooper1019
function scaleCharacter(model,scale) wait() if not model or not scale then return end if not _G.ScaleCons then _G.ScaleCons = {} end if _G.ScaleCons[model] then _G.ScaleCons[model]:disconnect() end local joints = {} local parts = {} local h = model:findFirstChild("Humanoid") if h then h.Parent = nil end local function handleHat(hat) if hat:findFirstChild("GotScaled") then return end Instance.new("Flag",hat).Name = "GotScaled" Spawn(function () local h = hat:WaitForChild("Handle") local m = h:WaitForChild("Mesh") m.Scale = m.Scale * scale end) local yInc = (scale-1)*.5 hat.AttachmentPos = (hat.AttachmentPos * scale) - (hat.AttachmentUp * Vector3.new(yInc,yInc,yInc)) end for _,v in pairs(model:GetChildren()) do if v:IsA("BasePart") then table.insert(parts,v) v.Anchored = true; v.FormFactor = "Custom"; for _,j in pairs(v:GetChildren()) do if j:IsA("Motor6D") then local t = { Name = j.Name; Parent = v; Part0 = j.Part0; Part1 = j.Part1; C0 = j.C0; C1 = j.C1; } table.insert(joints,t) j:Destroy() end end elseif v:IsA("Hat") then handleHat(v) end end for _,v in pairs(parts) do v.Size = v.Size * scale v.Anchored = false end for _,j in pairs(joints) do local c0 = {j.C0:components()} local c1 = {j.C1:components()} for i = 1,3 do c0[i] = c0[i] * scale c1[i] = c1[i] * scale end j.C0 = CFrame.new(unpack(c0)) j.C1 = CFrame.new(unpack(c1)) local n = Instance.new("Motor6D") for k,v in pairs(j) do n[k] = v end end model.ChildAdded:connect(function (c) if c:IsA("Hat") then handleHat(c) end end) if h then h.Parent = model h.WalkSpeed = 16 * scale h.MaxHealth = 100 * scale h.Health = (h.Health/h.MaxHealth)*(100*scale) end _G.ScaleCons[model] = con end
game.Players.PlayerAdded:connect(function (player) player.CharacterAdded:connect(function (character) scaleCharacter(player.Character, .5) end) end)