: Better scripts often include loops or "rm" (remove) functions that run multiple times to ensure that if the game tries to reset your scale, the script immediately reapplies the giant transformation.
Furthermore, the "better" script must address the issue of readability. One of the primary criticisms of tall or giant sprites in tactical RPGs is that they obscure the battlefield. A giant avatar can block sightlines, hide terrain bonuses, or confuse the player during crowded combat sequences. An improved script mitigates these issues through advanced handling of the sprite's "transparency" or "ghosting" when the unit is selected or in motion.
: In extreme historical cases, exploiters used items that reached 10,000 studs , appearing larger than the game's literal sky. Risks and Ethical Considerations fe giant tall avatar script better
If you want, I can provide:
Then he found it. A thread titled simply: : Better scripts often include loops or "rm"
(Put in a LocalScript inside StarterPlayerScripts or StarterGui )
: Normal avatar settings allow a max height of about 7 studs (~6'4"). A giant avatar can block sightlines, hide terrain
Before applying a script, ensure your base avatar is as tall as possible. According to guides on YouTube , you should navigate to your Avatar settings, select Head & Body , and then Scale . Set your Body Type to R15 and push the height slider to 100%. Making your character thinner also creates the illusion of being even taller.