Hitbox or Aimbot
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Hitbox or Aimbot

San AurieAnynomousScripterAnynomousScripter 6.1K views 33.7K executesUpdated Jan 15, 2026
5.0/ 5(2 votes)
20100% Positive
Lua Script•253 lines (5778 chars)
-- =========================================
-- BIG HEAD HITBOX TOGGLE (DEATH + HEAL AWARE)
-- =========================================

local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local LocalPlayer = Players.LocalPlayer

_G.BIG_HEAD_STATE = _G.BIG_HEAD_STATE or {
	enabled = false,
	data = {},         -- original head data
	paused = {},       -- paused while dead
	connections = {},
	enforceConn = nil,
}

local state = _G.BIG_HEAD_STATE

-- CONFIG
local HEAD_SCALE = Vector3.new(12, 12, 12)
local HEAD_TRANSPARENCY = 0.9

-- =========================================
-- UTIL
-- =========================================

local function getHumanoid(character)
	return character and character:FindFirstChildOfClass("Humanoid")
end

local function getHead(character)
	return character and character:FindFirstChild("Head")
end

local function getAllHeadDecals(head)
	local decals = {}
	for _, obj in ipairs(head:GetChildren()) do
		if obj:IsA("Decal") then
			table.insert(decals, obj)
		end
	end
	return decals
end

-- =========================================
-- APPLY BIG HEAD
-- =========================================

local function applyBigHead(player)
	if player == LocalPlayer then return end
	if not player.Character then return end

	local humanoid = getHumanoid(player.Character)
	if not humanoid or humanoid.Health <= 0 then
		state.paused[player] = true
		return
	end

	local head = getHead(player.Character)
	if not head then return end

	-- Save original state once
	if not state.data[player] then
		state.data[player] = {
			size = head.Size,
			transparency = head.Transparency,
			decals = getAllHeadDecals(head),
		}
	end

	-- Apply enforced state
	head.Size = HEAD_SCALE
	head.Transparency = HEAD_TRANSPARENCY
	head.CanCollide = false
	head.Massless = true

	-- Remove all decals every time (faces, etc.)
	for _, decal in ipairs(getAllHeadDecals(head)) do
		decal.Parent = nil
	end
end

-- =========================================
-- REVERT BIG HEAD
-- =========================================

local function revertBigHead(player)
	local saved = state.data[player]
	if not saved then return end
	if not player.Character then
		state.data[player] = nil
		return
	end

	local head = getHead(player.Character)
	if not head then
		state.data[player] = nil
		return
	end

	head.Size = saved.size
	head.Transparency = saved.transparency
	head.CanCollide = true
	head.Massless = false

	for _, decal in ipairs(saved.decals) do
		if decal then decal.Parent = head end
	end

	state.data[player] = nil
end

-- =========================================
-- HEALTH WATCHER (DEATH + HEAL)
-- =========================================

local function attachHealthWatcher(player, humanoid)
	humanoid.HealthChanged:Connect(function(health)
		if not state.enabled then return end

		if health <= 0 then
			-- Player died / downed
			if state.data[player] then
				revertBigHead(player)
			end
			state.paused[player] = true
		else
			-- Player healed / revived
			if state.paused[player] then
				state.paused[player] = nil
				applyBigHead(player)
			end
		end
	end)
end

-- =========================================
-- APPLY / REVERT ALL
-- =========================================

local function applyToAll()
	for _, player in ipairs(Players:GetPlayers()) do
		applyBigHead(player)
	end
end

local function revertAll()
	for player in pairs(state.data) do
		revertBigHead(player)
	end
	state.paused = {}
end

-- =========================================
-- CLEANUP
-- =========================================

local function clearConnections()
	for _, c in ipairs(state.connections) do
		c:Disconnect()
	end
	state.connections = {}

	if state.enforceConn then
		state.enforceConn:Disconnect()
		state.enforceConn = nil
	end
end

-- =========================================
-- TOGGLE
-- =========================================

if state.enabled then
	-- TURN OFF
	revertAll()
	clearConnections()
	state.enabled = false
	return
end

-- TURN ON
state.enabled = true
applyToAll()

-- =========================================
-- ENFORCEMENT LOOP
-- =========================================

state.enforceConn = RunService.Heartbeat:Connect(function()
	if not state.enabled then return end

	for _, player in ipairs(Players:GetPlayers()) do
		if player ~= LocalPlayer and player.Character then
			local humanoid = getHumanoid(player.Character)
			local head = getHead(player.Character)

			if humanoid and humanoid.Health <= 0 then
				if state.data[player] then
					revertBigHead(player)
				end
				state.paused[player] = true
			elseif humanoid and humanoid.Health > 0 then
				if state.paused[player] then
					state.paused[player] = nil
					applyBigHead(player)
				elseif state.data[player] and head then
					if head.Size ~= HEAD_SCALE or head.Transparency ~= HEAD_TRANSPARENCY then
						applyBigHead(player)
					end
				elseif not state.data[player] then
					applyBigHead(player)
				end
			end
		end
	end
end)

-- =========================================
-- PLAYER JOIN / RESPAWN
-- =========================================

local function setupPlayer(player)
	table.insert(state.connections,
		player.CharacterAdded:Connect(function(character)
			task.wait(0.3)

			local humanoid = getHumanoid(character)
			if humanoid then
				attachHealthWatcher(player, humanoid)
				state.paused[player] = nil
				if state.enabled and humanoid.Health > 0 then
					applyBigHead(player)
				end
			end
		end)
	)
end

for _, player in ipairs(Players:GetPlayers()) do
	setupPlayer(player)
end

table.insert(state.connections,
	Players.PlayerAdded:Connect(setupPlayer)
)

table.insert(state.connections,
	Players.PlayerRemoving:Connect(function(player)
		state.data[player] = nil
		state.paused[player] = nil
	end)
)

Features & Information

🎯 Big Head Hitbox Toggle (Death & Heal Aware) Big Head Hitbox Toggle is a combat-assist feature that enlarges enemy head hitboxes to make aiming significantly easier, while intelligently handling deaths, knockdowns, and revives to prevent bugs or visual issues. ⚙️ How It Works Enlarges other players’ head hitboxes (never affects the local player). Saves each player’s original head size, transparency, and decals. Automatically removes face decals to reduce visual clutter. Continuously enforces the enlarged hitbox using a heartbeat loop. Uses a global toggle state to safely enable or disable at any time. ☠️ Death & Revive Awareness Instantly reverts head changes when a player dies or is downed. Pauses the feature while the player is dead. Automatically reapplies the big head hitbox when the player is healed or revived. Prevents broken hitboxes after respawns. 🔄 Respawn & Player Handling Detects player joins, leaves, and character respawns. Reapplies the hitbox after respawn with a short delay for stability. Cleans up all stored data and connections when players leave. Prevents memory leaks and duplicated connections. 🧠 Smart Enforcement Constantly checks for size/transparency changes and reapplies if altered. Ensures hitboxes stay active even if the game attempts to reset them. Automatically restores everything when the feature is turned off. 🚀 Key Benefits Much easier headshots Safe toggle on/off No effect on dead players Automatic cleanup & restore Stable across respawns 🎮 Use Case Perfect for: PvP gunfights Faster eliminations Improving accuracy without visual spam
#sanaurie#roblox

Community Comments (4)

soqql67soqql67Jan 18, 2026

W script maded by AI, btw how to change head hitbox? like size

henriqueftavares89henriqueftavares89Feb 24, 2026

como uso sou novo nisso

ThichcarmoneyThichcarmoneyMay 20, 2026

How to download

catalinxdecatalinxdeJun 2, 2026

doesent work anymore

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