The issue:
When I apply the nametag script, the player’s head scaling appears to shrink. This only seems to be with R15.
Works correctly when BA’s :name command is used?
https://gyazo.com/c1d4ec4bff05f7426c49f8cb8618b6fa
What do I want to achieve?
I simply want to make it so the head scaling isn’t affected.
What solutions have I tried so far?
I’ve played around with the avatar scaling in the game settings, and the script I’m pretty sure has no part in it’s affect. I assume it’s a game setting issue I haven’t located…
Script
local commands = {}
function Create(ClassName)
return function(Properties)
local Obj = Instance.new(ClassName)
for i,v in pairs(Properties) do
if type(i) == 'number' then
v.Parent = Obj
else
Obj[i] = v
end
end
return Obj
end
end
function HandleCharacter(Player, Character)
local Custom = Character:WaitForChild('Head'):clone()
Custom.Name = 'TastiesOverhead'
Custom.Parent = Character
Custom.face:Destroy()
Character.Head.Transparency = 1
Create'Weld'{
Name = 'CustomWeld';
Parent = Custom;
Part0 = Character.Head;
Part1 = Custom;
}
Create'BillboardGui'{
Name = 'Nametag';
Parent = Custom;
Size = UDim2.new(5, 0, 0.5, 0);
StudsOffset = Vector3.new(0, 2, 0);
Create'TextLabel'{
Name = 'NameLabel';
BackgroundTransparency = 1;
Size = UDim2.new(1, 0, 1, 0);
Position = UDim2.new(0, 0, -0.8, 0);
Font = 'ArialBold'; -- Font of the username
Text = Character.Name;
TextColor3 = Color3.new(1,1,1); -- Color of the username
TextScaled = true;
TextStrokeTransparency = 1;
};
Create'TextLabel'{
Name = 'RankLabel';
BackgroundTransparency = 1;
Size = UDim2.new(1, 0, 0.92, 0);
Position = UDim2.new(0, 0, 0.2, 0);
TextTransparency = .1;
Font = 'SourceSansItalic'; -- This is the font of the rank
FontSize = Enum.FontSize.Size14;
Text = Player:GetRoleInGroup(5679480);
TextColor3 = Color3.new(1,1,1); -- Color of the rank
TextScaled = true;
TextStrokeTransparency = 1;
};
}
Custom.BrickColor = Character.Head.BrickColor
Character.Head.Changed:connect(function()
Character.Head.Transparency = 1
Custom.BrickColor = Character.Head.BrickColor
end)
Character.Head.Mesh.Changed:connect(function()
Custom:WaitForChild('Mesh').MeshId = Character.Head:WaitForChild('Mesh').MeshId
end)
end
local rainbow = function(callback)
local frequency = 0.1
local i = 0
while true do wait()
local red = math.sin(frequency*i + 0)*127+128
local green = math.sin(frequency*i + 2*math.pi/3)*127+128
local blue = math.sin(frequency*i + 4*math.pi/3)*127+128
callback(Color3.new(red/255,green/255,blue/255)) i = i+1
end end
function HandlePlayer(Player)
if Player.Character then
HandleCharacter(Player, Player.Character)
end
Player.CharacterAdded:connect(function(Character) HandleCharacter(Player, Character) end)
if Player.UserId == 0 or Player.UserId == 0 or Player.UserId == 0 or Player.UserId == 0 then
Player.CharacterAdded:connect(function(char) local label = char:WaitForChild("TastiesOverhead")
coroutine.resume(coroutine.create(rainbow),function(color)label.Nametag.RankLabel.TextColor3 = Color3.new(color.r,color.g,color.b)end)
end)
end
end
game.Players.PlayerAdded:connect(function(b)
HandlePlayer(b)
end)
for i,v in pairs(game.Players:GetPlayers()) do
HandlePlayer(v)
end