Run it
Copy the script and paste it into your executor.
Players = :()
RunService = :()
LocalPlayer = Players.LocalPlayer
.BIG_HEAD_STATE = .BIG_HEAD_STATE {
enabled = ,
data = {},
paused = {},
connections = {},
enforceConn = ,
}
state = .BIG_HEAD_STATE
HEAD_SCALE = .(, , )
HEAD_TRANSPARENCY =
(character)
character character:()
(character)
character character:()
(head)
decals = {}
_, obj (head:())
obj:()
.(decals, obj)
decals
(player)
player == LocalPlayer
player.Character
humanoid = (player.Character)
humanoid humanoid.Health <=
state.paused[player] =
head = (player.Character)
head
state.data[player]
state.data[player] = {
size = head.Size,
transparency = head.Transparency,
decals = (head),
}
head.Size = HEAD_SCALE
head.Transparency = HEAD_TRANSPARENCY
head.CanCollide =
head.Massless =
_, decal ((head))
decal.Parent =
(player)
saved = state.data[player]
saved
player.Character
state.data[player] =
head = (player.Character)
head
state.data[player] =
head.Size = saved.size
head.Transparency = saved.transparency
head.CanCollide =
head.Massless =
_, decal (saved.decals)
decal decal.Parent = head
state.data[player] =
(player, humanoid)
humanoid.HealthChanged:((health)
state.enabled
health <=
state.data[player]
(player)
state.paused[player] =
state.paused[player]
state.paused[player] =
(player)
)
()
_, player (Players:())
(player)
()
player (state.data)
(player)
state.paused = {}
()
_, c (state.connections)
c:()
state.connections = {}
state.enforceConn
state.enforceConn:()
state.enforceConn =
state.enabled
()
()
state.enabled =
state.enabled =
()
state.enforceConn = RunService.Heartbeat:(()
state.enabled
_, player (Players:())
player ~= LocalPlayer player.Character
humanoid = (player.Character)
head = (player.Character)
humanoid humanoid.Health <=
state.data[player]
(player)
state.paused[player] =
humanoid humanoid.Health >
state.paused[player]
state.paused[player] =
(player)
state.data[player] head
head.Size ~= HEAD_SCALE head.Transparency ~= HEAD_TRANSPARENCY
(player)
state.data[player]
(player)
)
(player)
.(state.connections,
player.CharacterAdded:((character)
.()
humanoid = (character)
humanoid
(player, humanoid)
state.paused[player] =
state.enabled humanoid.Health >
(player)
)
)
_, player (Players:())
(player)
.(state.connections,
Players.PlayerAdded:(setupPlayer)
)
.(state.connections,
Players.PlayerRemoving:((player)
state.data[player] =
state.paused[player] =
)
)
🎯 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 siz
San Aurie