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-- openrealm - discord
-- https://discord.gg/BXmKrr7M - builderman's crib
-- Volleyball 4.2 Utilities --
local library = loadstring(game:HttpGet(('https://raw.githubusercontent.com/bloodball/-back-ups-for-libs/main/wall%20v3')))()
local window_frame = library:CreateWindow("Volleyball 4.2") -- Creates the window
local util_frame = window_frame:CreateFolder("Utilities") -- Creates the folder(U will put here your buttons,etc)
local utils = { -- Dev
getPlayingBall = function() -- Get the ball that is in the match (not the fastest way)
for i, v in pairs(workspace:GetChildren()) do
if v.Name == "Ball" and game.Players:FindFirstChild(tostring(v.Spawner.Value)).Team.Name ~= "Player" then
return v
end
end
end
}
local ballTrajectory = false;
local ballHeightIndicator = false;
local attach0 = Instance.new("Attachment", game.Workspace.Terrain);
local attach1 = Instance.new("Attachment", game.Workspace.Terrain);
local beam = Instance.new("Beam", game.Workspace.Terrain);
beam.Attachment0 = attach0;
beam.Attachment1 = attach1;
beam.FaceCamera = true;
beam.Segments = 1000; -- See a perfect curve of the ball trajectory
local function beamProjectile(g, v0, x0, t1) -- extremely fast trajectory prediction (EgoMoose)
-- calculate the bezier points
local c = 0.5*0.5*0.5;
local p3 = 0.5*g*t1*t1 + v0*t1 + x0;
local p2 = p3 - (g*t1*t1 + v0*t1)/3;
local p1 = (c*g*t1*t1 + 0.5*v0*t1 + x0 - c*(x0+p3))/(3*c) - p2;
-- the curve sizes
local curve0 = (p1 - x0).magnitude;
local curve1 = (p2 - p3).magnitude;
-- build the world CFrames for the attachments
local b = (x0 - p3).unit;
local r1 = (p1 - x0).unit;
local u1 = r1:Cross(b).unit;
local r2 = (p2 - p3).unit;
local u2 = r2:Cross(b).unit;
b = u1:Cross(r1).unit;
local cf1 = CFrame.new(
x0.x, x0.y, x0.z,
r1.x, u1.x, b.x,
r1.y, u1.y, b.y,
r1.z, u1.z, b.z
)
local cf2 = CFrame.new(
p3.x, p3.y, p3.z,
r2.x, u2.x, b.x,
r2.y, u2.y, b.y,
r2.z, u2.z, b.z
)
return curve0, -curve1, cf1, cf2;
end
local heightMarker = Instance.new("Part", game.Workspace)
heightMarker.Anchored = true
heightMarker.CanCollide = false
heightMarker.Transparency = 0.5
heightMarker.Size = Vector3.new(5, 0.1, 5)
heightMarker.BrickColor = BrickColor.new("Bright yellow")
heightMarker.Material = Enum.Material.Neon
game:GetService("RunService").RenderStepped:Connect(function(dt)
local ball = utils.getPlayingBall();
if ballTrajectory then
if ball then
local g = Vector3.new(0, -game.Workspace.Gravity+20, 0);
local x0 = ball.Position.Value;
local v0 = ball.Velocity.Value;
local curve0, curve1, cf1, cf2 = beamProjectile(g, v0, x0, 3);
beam.CurveSize0 = curve0;
beam.CurveSize1 = curve1;
attach0.CFrame = attach0.Parent.CFrame:inverse() * cf1;
attach1.CFrame = attach1.Parent.CFrame:inverse() * cf2;
end
end
if ballHeightIndicator and ball then
local targetY = 0
local ballPos = ball.Position.Value
local midPoint = (ballPos + Vector3.new(ballPos.X, targetY, ballPos.Z)) / 2
local heightDifference = math.abs(ballPos.Y - targetY)
heightMarker.Size = Vector3.new(0.1, heightDifference, 0.1)
heightMarker.CFrame = CFrame.new(midPoint) * CFrame.Angles(0, 0, 0)
end
end)
util_frame:Toggle("Ball Prediction",function(bool)
ballTrajectory = bool;
end)
util_frame:Toggle("Ball Height Indicator",function(bool)
ballHeightIndicator = bool;
end)