Analyzing the “Hitbox Expander Script” in Roblox: A Comprehensive Guide
Scripts are an important part of games because they make the experience better for the player. The Hitbox Expander script in Roblox is one example. This guide goes into great detail about what this script is, how it works in Roblox, and its most important parts.

Script Name | Hitbox Expander Script – UNIVERSAL |
Use Options | Copy & Download |
Update Date | 17.10.2023 |
Script Credit: | Yarhm Team |
Click To Copy
if not game:IsLoaded() then game.Loaded:Wait() end local lPlayer = game.Players.LocalPlayer -- thanks 3ds and kiko metatables r hard if not getgenv().MTAPIMutex then loadstring(game:HttpGet("https://raw.githubusercontent.com/KikoTheDon/MT-Api-v2/main/__source/mt-api%20v2.lua", true))() end if game.PlaceId == 111311599 then -- Critical Strike local anticheat = game:GetService("ReplicatedFirst")["Serverbased AntiCheat"] -- then why put it in a localscript? -- I literally copied the rest of this from the "Serverbased Anticheat" local sValue = game:GetService("Players").LocalPlayer:WaitForChild("SValue") local function constructAnticheatString() return "CS-" .. math.random(11111, 99999) .. "-" .. math.random(1111, 9999) .. "-" .. math.random(111111, 999999) .. math.random(1111111, 9999999) .. (sValue.Value * 6) ^ 2 + 18; end -- to be fair the game hasn't been updated in over a year task.spawn(function() while true do task.wait(2) game:GetService("ReplicatedStorage").ACDetect:FireServer(sValue.Value, constructAnticheatString()); end end) anticheat.Disabled = true end local playerNames = {} --local npcNames = {} -- I was planning on adding npc support local teamNames = {} -- thanks inori and wally local Library = loadstring(game:HttpGet('https://raw.githubusercontent.com/wally-rblx/LinoriaLib/main/Library.lua'))() local SaveManager = loadstring(game:HttpGet('https://raw.githubusercontent.com/wally-rblx/LinoriaLib/main/addons/SaveManager.lua'))() SaveManager:SetLibrary(Library) SaveManager:SetFolder("HitboxExtender") Library:Notify("hai :3") local mainWindow = Library:CreateWindow("Personal object of abuse") local mainTab = mainWindow:AddTab("Main") local mainGroupbox = mainTab:AddLeftGroupbox("Hitbox Extender") local ignoresGroupbox = mainTab:AddRightGroupbox("Ignores") local miscGroupbox = mainTab:AddLeftGroupbox("Misc") local extenderToggled = mainGroupbox:AddToggle("extenderToggled", {Text = "Toggle"}) local extenderSize = mainGroupbox:AddSlider("extenderSize", {Text = "Size", Min = 2, Max = 100, Default = 10, Rounding = 0}) local extenderTransparency = mainGroupbox:AddSlider("extenderTransparency", {Text = "Transparency", Min = 0, Max = 1, Default = 0.5, Rounding = 2}) -- for some reason the save manager doesn't save inputs, idk how to fix it local customPartNameInput = mainGroupbox:AddInput("customPartList", {Text = "Custom Part Name", Default = "HeadHB"}) local extenderPartList = mainGroupbox:AddDropdown("extenderPartList", {Text = "Body Parts", AllowNull = true, Multi = true, Values = {"Custom Part", "Head", "HumanoidRootPart", "Torso", "Left Arm", "Right Arm", "Left Leg", "Right Leg"}, Default = "Head"}) local extenderUpdateRate = miscGroupbox:AddSlider("extenderUpdateRate", {Text = "Update Rate", Min = 0, Max = 1000, Default = 0, Rounding = 0, Suffix = "ms"}) local extenderSitCheck = ignoresGroupbox:AddToggle("extenderSitCheck", {Text = "Ignore Sitting Players"}) local ignoreSelectedPlayersToggled = ignoresGroupbox:AddToggle("ignoreSelectedPlayersToggled", {Text = "Ignore Selected Players"}) local ignorePlayerList = ignoresGroupbox:AddDropdown("ignorePlayerList", {Text = "Players", AllowNull = true, Multi = true, Values = playerNames}) --local ignoreSelectedNpcsToggled = ignoresGroupbox:AddToggle("ignoreSelectedNpcsToggled", {Text = "Ignore Selected Npcs"}) --local ignoreNpcList = ignoresGroupbox:AddDropdown("ignoreNpcList", {Text = "Npcs", AllowNull = true, Multi = true, Values = npcNames}) local ignoreSelfTeamToggled = ignoresGroupbox:AddToggle("ignoreSelfTeamToggled", {Text = "Ignore Own Team"}) local ignoreSelectedTeamsToggled = ignoresGroupbox:AddToggle("ignoreSelectedTeamsToggled", {Text = "Ignore Selected Teams"}) local ignoreTeamList = ignoresGroupbox:AddDropdown("ignoreTeamList", {Text = "Teams", AllowNull = true, Multi = true, Values = teamNames}) -- thanks roblox dev forum local function CheckTableEquality(t1,t2) for i,v in next, t1 do if t2[i]~=v then return false end end for i,v in next, t2 do if t1[i]~=v then return false end end return true end -- updates the player list task.spawn(function() while true do task.wait() -- if you cry about while true do loops then kys local temp = {} for i,v in ipairs(game.Players:GetPlayers()) do if v ~= lPlayer then temp[i] = v.Name end end if not CheckTableEquality(playerNames, temp) then playerNames = temp ignorePlayerList.Values = temp ignorePlayerList:SetValues() ignorePlayerList:Display() end end end) -- updates the team list task.spawn(function() while true do task.wait() local temp = {} for i,v in pairs(game.Teams:GetTeams()) do temp[i] = v.Name end if not CheckTableEquality(teamNames, temp) then teamNames = temp ignoreTeamList.Values = temp ignoreTeamList:SetValues() ignoreTeamList:Display() end end end) --task.spawn(function() -- while true do task.wait() -- local temp = {} -- for i,v in ipairs(npcs) do -- temp[i] = v.Name -- end -- if not CheckTableEquality(npcNames, temp) then -- ignoreNpcList.Values = temp -- ignoreNpcList:SetValues() -- ignoreNpcList:Display() -- end -- end --end) SaveManager:BuildConfigSection(mainTab) SaveManager:LoadAutoloadConfig() -- Returns a table of every possible bodypart in a character, or nil if the character does not exist. local function getBodyParts(character) local humanoid = character:WaitForChild("Humanoid") local parts = { Head = character:WaitForChild("Head"), HumanoidRootPart = character:WaitForChild("HumanoidRootPart"), Humanoid = character:WaitForChild("Humanoid") } if humanoid.RigType == Enum.HumanoidRigType.R6 then parts.Torso = {Torso = character:WaitForChild("Torso")} parts["Left Arm"] = {LeftArm = character:WaitForChild("Left Arm")} parts["Right Arm"] = {RightArm = character:WaitForChild("Right Arm")} parts["Left Leg"] = {LeftLeg = character:WaitForChild("Left Leg")} parts["Right Leg"] = {RightLeg = character:WaitForChild("Right Leg")} elseif humanoid.RigType == Enum.HumanoidRigType.R15 then parts.Torso = { UpperTorso = character:WaitForChild("UpperTorso"), LowerTorso = character:WaitForChild("LowerTorso") } parts["Left Arm"] = { LeftHand = character:WaitForChild("LeftHand"), LeftLowerArm = character:WaitForChild("LeftLowerArm"), LeftUpperArm = character:WaitForChild("LeftUpperArm") } parts["Right Arm"] = { RightHand = character:WaitForChild("RightHand"), RightLowerArm = character:WaitForChild("RightLowerArm"), RightUpperArm = character:WaitForChild("RightUpperArm") } parts["Left Leg"] = { LeftFoot = character:WaitForChild("LeftFoot"), LeftLowerLeg = character:WaitForChild("LeftLowerLeg"), LeftUpperLeg = character:WaitForChild("LeftUpperLeg") } parts["Right Leg"] = { RightFoot = character:WaitForChild("RightFoot"), RightLowerLeg = character:WaitForChild("RightLowerLeg"), RightUpperLeg = character:WaitForChild("RightUpperLeg") } end return parts end -- Main function that allows the character passed to be expanded at will local function extendCharacter(character) local player = game.Players:GetPlayerFromCharacter(character) local timer = 0 local originals = {} local collisions = {} local CharacterAdded = {} local bodyParts = getBodyParts(character) --Sets up original sizes, creates collision constraints, and creates hooks to bypass localscript anticheats local function setup(i, v) if not originals[i] then originals[i] = {} originals[i].Size = v.Size originals[i].Transparency = v.Transparency originals[i].CanCollide = v.CanCollide originals[i].Massless = v.Massless local sizeHook = v:AddGetHook("Size", originals[i].Size) local transparencyHook = v:AddGetHook("Transparency", originals[i].Transparency) local canCollideHook = v:AddGetHook("CanCollide", originals[i].CanCollide) local masslessHook = v:AddGetHook("Massless", originals[i].Massless) v:AddSetHook("Size", function(self, value) originals[i].Size = value sizeHook:Modify("Size", value) return value end) v:AddSetHook("Transparency", function(self, value) originals[i].Transparency = value transparencyHook:Modify("Transparency", value) return value end) v:AddSetHook("CanCollide", function(self, value) originals[i].CanCollide = value canCollideHook:Modify("CanCollide", value) return value end) v:AddSetHook("Massless", function(self, value) originals[i].Massless = value masslessHook:Modify("Massless", value) return value end) end if not collisions[i] then collisions[i] = {} -- thanks to GameGuy#5286 for telling me collision constraints exist for o,b in pairs(getBodyParts(lPlayer.Character)) do if o ~= "Humanoid" and type(b) ~= "table" then collisions[i][o] = Instance.new("NoCollisionConstraint", v) collisions[i][o].Enabled = false collisions[i][o].Part0 = v collisions[i][o].Part1 = b CharacterAdded[i] = lPlayer.CharacterAdded:Connect(function(char) local temp = char:WaitForChild(o) collisions[i][o].Part1 = temp end) elseif type(b) == "table" then for g,z in pairs(b) do if z:IsA("BasePart") then collisions[i][g] = Instance.new("NoCollisionConstraint", v) collisions[i][g].Enabled = false collisions[i][g].Part0 = v collisions[i][g].Part1 = z CharacterAdded[i] = lPlayer.CharacterAdded:Connect(function(char) local temp = char:WaitForChild(g) if temp:IsA("BasePart") then collisions[i][g].Part1 = temp end end) end end end end end end do local customPart = character:FindFirstChild(customPartNameInput.Value) if customPart and customPart:IsA("BasePart") then if not originals[customPart.Name] then setup(customPart.Name, customPart) end end for i,v in pairs(bodyParts) do if i ~= "Humanoid" and type(v) ~= "table" then if not originals[i] then setup(i,v) end elseif type(v) == "table" then for o,b in pairs(v) do if not originals[o] then setup(o,b) end end end end end -- resets the properties of the selected part. -- if "all" is passed, will reset every part local function reset(part) if part == "custompart" or part == "all" then local customPart = character:FindFirstChild(customPartNameInput.Value) if customPart and customPart:IsA("BasePart") then customPart.Size = originals[customPart.Name].Size customPart.Transparency = originals[customPart.Name].Transparency customPart.CanCollide = originals[customPart.Name].CanCollide customPart.Massless = originals[customPart.Name].Massless end end for i,v in pairs(bodyParts) do if string.lower(part) == string.lower(i) or part == "all" then if i ~= "Humanoid" and type(v) ~= "table" then v.Size = originals[i].Size v.Transparency = originals[i].Transparency v.CanCollide = originals[i].CanCollide v.Massless = originals[i].Massless elseif type(v) == "table" then for o,b in pairs(v) do b.Size = originals[o].Size b.Transparency = originals[o].Transparency b.Massless = originals[o].Massless for _,z in pairs(collisions[o]) do if z.Enabled == true and z.Part0 == b then z.Enabled = false end end end end end end end local function getChecks() if bodyParts.Humanoid:GetState() == Enum.HumanoidStateType.Dead then return 2 end if extenderSitCheck.Value then if bodyParts.Humanoid.Sit then return 1 end end if ignoreSelfTeamToggled.Value then if game.PlaceId == 2039118386 then -- Neighborhood War local selfTeam local playerTeam pcall(function() selfTeam = lPlayer.Character.HumanoidRootPart.BrickColor playerTeam = bodyParts.HumanoidRootPart.BrickColor end) if selfTeam == playerTeam then return 1 end else if lPlayer.Team == player.Team then return 1 end end end if ignoreSelectedTeamsToggled.Value then local teamList = ignoreTeamList:GetActiveValues() if table.find(teamList, tostring(player.Team)) then return 1 end end if ignoreSelectedPlayersToggled.Value then local playerList = ignorePlayerList:GetActiveValues() if table.find(playerList, tostring(player.Name)) then return 1 end end return 0 end -- here's the actual expander code local Heartbeat Heartbeat = game:GetService("RunService").Heartbeat:Connect(function(deltaTime) timer += deltaTime if timer >= (extenderUpdateRate.Value / 100) then -- divided by 100 because milliseconds timer = 0 local bodyPartList = extenderPartList:GetActiveValues() local checks = getChecks() if checks == 2 then reset("all") for _,v in pairs(CharacterAdded) do v:Disconnect() end Heartbeat:Disconnect() return elseif checks == 1 then reset("all") return end if extenderToggled.Value then if table.find(bodyPartList, "Custom Part") then local customPart = character:FindFirstChild(customPartNameInput.Value) if customPart then customPart.Size = Vector3.new(extenderSize.Value, extenderSize.Value, extenderSize.Value) customPart.Transparency = extenderTransparency.Value customPart.CanCollide = false customPart.Massless = true end else reset("custompart") end for i,v in pairs(bodyParts) do if table.find(bodyPartList, i) then if type(v) ~= "table" then if i ~= "HumanoidRootPart" then v.Massless = true end v.Size = Vector3.new(extenderSize.Value, extenderSize.Value, extenderSize.Value) v.Transparency = extenderTransparency.Value v.CanCollide = false else for o,b in pairs(v) do b.Massless = true b.Size = Vector3.new(extenderSize.Value, extenderSize.Value, extenderSize.Value) b.Transparency = extenderTransparency.Value for _,z in pairs(collisions[o]) do if z.Enabled == false and z.Part0 == b then z.Enabled = true end end end end else reset(i) end end else reset("all") end end end) local PlayerRemoving PlayerRemoving = game.Players.PlayerRemoving:Connect(function(v) if v == player then Heartbeat:Disconnect() PlayerRemoving:Disconnect() end end) end for _,player in ipairs(game.Players:GetPlayers()) do if player ~= lPlayer then task.spawn(function() if player.Character then -- why use coroutine.wrap after I've been abusing task.spawn? fuck you that's why coroutine.wrap(extendCharacter)(player.Character) end player.CharacterAdded:Connect(function(v) coroutine.wrap(extendCharacter)(v) end) end) end end game.Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(v) coroutine.wrap(extendCharacter)(v) end) end) -- now, where are my schizo meds?
Here’s a step-by-step guide to using the Hitbox Expander Script from Pastebin:
- Click on the “COPY” button to automatically copy the script.
- Paste the copied script into your script application.
- Run the script and you’re all set.
These simple instructions allow players to quickly and easily utilize the script to enhance their Roblox gaming experience.
If you are unable to copy or you do not want to use this script now, then you can download this script, click on the download button below to download.
Overview of Hitbox Expander Script
The Hitbox Expander Script has gotten a lot of attention in the Roblox community because it could change how games are played. It’s important to have a basic idea of the script and what it means on the Roblox platform before getting into the specifics.
What is the Hitbox Expander Script?
In video games, hitboxes are forms that can’t be seen that are used to find collisions. Increasing these hitboxes can change how the game is played, either by making it easier or harder for players.
Definition & Function
To change the hitboxes in the game, the Hitbox Expander Script is basically an editing tool. It’s not just Roblox; code like this has been seen in other games as well, trying to change the rules of the game to help the player.
Origin & Popularity
Players are still arguing about where it came from. Some say it came from mod communities, while others say it was made by players who wanted more power over the game. Its rising popularity shows that it might change how games are played.
Introduction to Hitbox Expander Script
More specifically, the script is being used more and more in games besides just Roblox. For now, its major use is still changing the way games are played, either by giving players advantages or new challenges.
Understanding Through Indian Companies
The script is well known in the gaming community around the world, and it’s interesting to note that Indian game companies have started using similar tools. Scripts like these are being looked at by companies like Nazara Technologies and JetSynthesys for their games, which shows a worldwide trend.
Role in Roblox Game
Roblox, which is known for its user-made games, has a lot of room for tools like the Hitbox Expander.
Implementation & Impact
The script can completely change how players interact with things, other players, and barriers once it is added to Roblox. Depending on the goal of the game, changing the size of the hitbox could help players avoid obstacles or hit their opponents more easily.
Features of Hitbox Expander Script
Feature | Description |
Customizability | Allows players to adjust hitbox dimensions |
Integration | Easily integrates with various games |
User Control | Gives players more control over gameplay experience |
Relative You tube Video
FAQs
How does Roblox’s Hitbox Expander Script work?
It changes the size of the hitbox, which changes how collisions are detected in the game.
Can I use the tool without getting in trouble?
If the game has terms of service, then yes. It might be okay in some games, but a cheat in others.
How can the script be put into the game?
You need to know how to change games and maybe use third-party tools.
Conclusion
The Hitbox Expander Script, especially in Roblox, shows how games are changing and how much players want to make them their own. As gaming systems change and adapt to user needs, these kinds of tools will likely become even more important to the gaming experience.