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- getgenv().Paws = {
- ["AutoParry"] = true,
- ["PingBased"] = false,
- ["PingBasedOffset"] = 0,
- ["DistanceToParry"] = 0.5,
- ["BallSpeedCheck"] = true,
- }
- local Players = game:GetService("Players")
- local Player = Players.LocalPlayer or Players.PlayerAdded:Wait()
- local ReplicatedPaw = game:GetService("ReplicatedStorage")
- local Paws = ReplicatedPaw:WaitForChild("Remotes", 9e9)
- local PawsBalls = workspace:WaitForChild("Balls", 9e9)
- local PawsTable = getgenv().Paws
- local function IsTheTarget()
- return Player.Character:FindFirstChild("Highlight")
- end
- local function FindBall()
- local RealBall
- for i, v in pairs(PawsBalls:GetChildren()) do
- if v:GetAttribute("realBall") == true then
- RealBall = v
- local distance = 10
- -- You can use 'distance' variable as needed here
- end
- end
- return RealBall
- end
- game:GetService("RunService").PreRender:connect(function()
- if not FindBall() then
- return
- end
- local Ball = FindBall()
- local BallPosition = Ball.Position
- local BallVelocity = Ball.AssemblyLinearVelocity.Magnitude
- local Distance = Player:DistanceFromCharacter(BallPosition)
- local Ping = BallVelocity * (game.Stats.Network.ServerStatsItem["Data Ping"]:GetValue() / 1000)
- if PawsTable.PingBased then
- Distance -= Ping + PawsTable.PingBasedOffset
- end
- if PawsTable.BallSpeedCheck and BallVelocity == 0 then return
- end
- if (Distance / BallVelocity) <= PawsTable.DistanceToParry and IsTheTarget() and PawsTable.AutoParry then
- Paws:WaitForChild("ParryButtonPress"):Fire()
- end
- end)
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