
KeylessUniversal

local libraryUrl = "https://raw.githubusercontent.com/bloodball/-back-ups-for-libs/main/turtle"
local librarySuccess, library = pcall(loadstring, game:HttpGet(libraryUrl))
if not librarySuccess then
error("Failed to load the library from URL: " .. libraryUrl)
end
-- Create the UI window for the Hitbox Expander
local OwO = library():Window("Hitbox Expander")
-- Global configuration variables
-- For players
_G.HeadSize = 50 / 10 -- Default size: 5 (50 divided by 10)
_G.HeadTransparency = 0.7 -- Default transparency: 0.7
_G.HeadColor = Color3.fromRGB(255, 255, 255)
_G.Enabled = false -- Toggle for players
-- For NPCs
_G.NPCHeadSize = 50 / 10 -- Default size: 5 (50 divided by 10)
_G.NPCHeadTransparency = 0.7 -- Default transparency: 0.7
_G.NPCHeadColor = Color3.fromRGB(255, 255, 255)
_G.NPCEnabled = false -- Toggle for NPCs
-- Tables to store original properties of players' and NPCs' HumanoidRootParts
local originalProps = {}
local originalNPCProps = {}
-- Slider to control the player head hitbox size.
-- Slider values from 50 to 500 (step 10) divided by 10, so size from 5 to 50.
OwO:Slider("Size", 50, 500, 10, function(value)
_G.HeadSize = value / 10
end)
-- Slider to control the player hitbox transparency.
-- Slider values from 0 to 100 (step 1) divided by 100.
OwO:Slider("Transparency", 0, 100, 1, function(value)
_G.HeadTransparency = value / 100
end)
-- ColorPicker to control the player hitbox color.
OwO:ColorPicker("Color(Bug)", _G.HeadColor, function(color)
_G.HeadColor = color
end)
-- Toggle to enable or disable the hitbox modifications for players.
OwO:Toggle("Toggle", false, function(toggleEnabled)
_G.Enabled = toggleEnabled
end)
-- Slider to control the NPC head hitbox size.
OwO:Slider("NPC Size", 50, 500, 10, function(value)
_G.NPCHeadSize = value / 10
end)
-- Slider to control the NPC hitbox transparency.
OwO:Slider("NPC Transparency", 0, 100, 1, function(value)
_G.NPCHeadTransparency = value / 100
end)
-- ColorPicker to control the NPC hitbox color.
OwO:ColorPicker("NPC Color", _G.NPCHeadColor, function(color)
_G.NPCHeadColor = color
end)
-- Toggle to enable or disable the hitbox modifications for NPCs.
OwO:Toggle("Toggle(NPC)", false, function(toggleEnabled)
_G.NPCEnabled = toggleEnabled
end)
-- Listen for the H key press to toggle the hitbox modifications for players.
local UserInputService = game:GetService("UserInputService")
UserInputService.InputBegan:Connect(function(input, gameProcessedEvent)
if gameProcessedEvent then return end
if input.KeyCode == Enum.KeyCode.H then
_G.Enabled = not _G.Enabled
end
end)
-- Utility function to capture the original properties of a part.
local function captureOriginalProps(hrp)
return {
Size = hrp.Size,
Transparency = hrp.Transparency,
BrickColor = hrp.BrickColor,
Material = hrp.Material,
CanCollide = hrp.CanCollide
}
end
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local Workspace = game:GetService("Workspace")
local LocalPlayer = Players.LocalPlayer
-- RenderStepped loop to update or revert hitbox modifications for players.
RunService.RenderStepped:Connect(function()
for _, player in pairs(Players:GetPlayers()) do
if player ~= LocalPlayer and player.Character then
local success, err = pcall(function()
local character = player.Character
local hrp = character:FindFirstChild("HumanoidRootPart")
local humanoid = character:FindFirstChildOfClass("Humanoid")
if hrp and humanoid then
-- Check if the player's character is sitting.
if humanoid.Sit then
if originalProps[player.UserId] then
local props = originalProps[player.UserId]
hrp.Size = props.Size
hrp.Transparency = props.Transparency
hrp.BrickColor = props.BrickColor
hrp.Material = props.Material
hrp.CanCollide = props.CanCollide
originalProps[player.UserId] = nil
end
return
end
if _G.Enabled then
-- Store original properties if not already stored.
if not originalProps[player.UserId] then
originalProps[player.UserId] = captureOriginalProps(hrp)
end
-- Apply hitbox modifications for players.
hrp.Size = Vector3.new(_G.HeadSize, _G.HeadSize, _G.HeadSize)
hrp.Transparency = _G.HeadTransparency
hrp.Color = _G.HeadColor
hrp.Material = Enum.Material.Neon
hrp.CanCollide = false
else
-- Revert to original properties if they were stored.
if originalProps[player.UserId] then
local props = originalProps[player.UserId]
hrp.Size = props.Size
hrp.Transparency = props.Transparency
hrp.BrickColor = props.BrickColor
hrp.Material = props.Material
hrp.CanCollide = props.CanCollide
originalProps[player.UserId] = nil
end
end
end
end)
end
end
end)
-- RenderStepped loop to update or revert hitbox modifications for NPCs.
RunService.RenderStepped:Connect(function()
for _, model in ipairs(Workspace:GetChildren()) do
if model:IsA("Model") then
-- Process only models that are not associated with a Player.
if not Players:GetPlayerFromCharacter(model) then
local hrp = model:FindFirstChild("HumanoidRootPart")
local humanoid = model:FindFirstChildOfClass("Humanoid")
if hrp and humanoid then
local success, err = pcall(function()
-- Check if the NPC is sitting.
if humanoid.Sit then
if originalNPCProps[model] then
local props = originalNPCProps[model]
hrp.Size = props.Size
hrp.Transparency = props.Transparency
hrp.BrickColor = props.BrickColor
hrp.Material = props.Material
hrp.CanCollide = props.CanCollide
originalNPCProps[model] = nil
end
return
end
if _G.NPCEnabled then
if not originalNPCProps[model] then
originalNPCProps[model] = captureOriginalProps(hrp)
end
-- Apply hitbox modifications for NPCs.
hrp.Size = Vector3.new(_G.NPCHeadSize, _G.NPCHeadSize, _G.NPCHeadSize)
hrp.Transparency = _G.NPCHeadTransparency
hrp.Color = _G.NPCHeadColor
hrp.Material = Enum.Material.Neon
hrp.CanCollide = false
else
if originalNPCProps[model] then
local props = originalNPCProps[model]
hrp.Size = props.Size
hrp.Transparency = props.Transparency
hrp.BrickColor = props.BrickColor
hrp.Material = props.Material
hrp.CanCollide = props.CanCollide
originalNPCProps[model] = nil
end
end
end)
end
end
end
end
end)



The script for npc has already been published, but it is in beta, for any problems write to the discord (kinsroo.)
I hope this will work in most of games
@PrimeraEspada all works?
Nice script!!! i need a help in a certain script, if anyone can help me dm on discord it is my name or check my bio!
Works in something like hellmet or dead rails?
Doesn't work in Blackhawk rescue mission 5. The NPCs are the same, but their heads don't change, but I can change them through dex
@Alucard, thi*box Expander can only increase the hitboxes of those NPCs that look like players, that is, their appearance, any other NPCs with Custom Rig, such as animals, are ignored due to other names and many other reasons
@Alucard, the problem is that for the most part NPCs that look like animals, or monsters, etc., that is, do not look like people, but have a custom body type, also have modified names of body parts, the same HumanoidRootPart may not be there, and in order for this script to work, this body part is necessary. In order to increase the hitboxes of the same animals in Westbound, I will have to write a separate script, specifically for this mode
game*
some games also have an anti-cheat that does not allow you to change the size of hitboxes, and do other things
Add teamcheck pls
For mobile user it only need to force portrait mode so you can active the toggle npc hitbox