Changing these values will scale the character by multiplying the original size by the current value for that dimension. The body parts of the humanoid will be scaled in all three dimensions while the HeadScale will scale the head uniformly.
Try it out here, this place is also uncopylocked if you want to have a look at the code.
Example code
local RbxGui = assert(LoadLibrary('RbxGui'))
local SliderGui, SliderValue = RbxGui.CreateSlider(1000,75,UDim2.new(0.5, 0, 0.479999989, 0))
SliderGui.Parent = script.Parent.Frame
SliderGui.Bar.Size = UDim2.new(0.5, 0, 0.025, 0)
SliderGui.Bar.Position = UDim2.new(0.5, 1, 0, 60) --UDim2.new(0.5, 0, 0.225, 0)
SliderValue.Value = 500
while true do
wait(.1)
if game.Players.LocalPlayer then
local character = game.Players.LocalPlayer.Character
if character then
local humanoid = character:FindFirstChild("Humanoid")
if humanoid then
if humanoid:FindFirstChild("BodyHeightScale") then
humanoid.BodyHeightScale.Value = (SliderValue.Value/1000)*6
end
if humanoid:FindFirstChild("BodyWidthScale") then
humanoid.BodyWidthScale.Value = (SliderValue.Value/1000)*6
end
if humanoid:FindFirstChild("BodyDepthScale") then
humanoid.BodyDepthScale.Value = (SliderValue.Value/1000)*6
end
end
end
end
end
Went in the game and someone suggested that we can now make a game about the players scaling themselves to solve puzzles or whatnot. Concept’s up for grabs.
I think I’m scaling the SpecialMesh Scale as well as the size of the Head part. I will try and get a fix out for this ASAP. I don’t think this is a reason to turn off the flag though, for now you can just set the Scale back to Vector3.new(1.2, 1.2, 1.2) on Changed for the Head SpecialMesh.
R15 probably shouldn’t use the SpecialMesh head. After all, aren’t you guys trying to deprecate that class?
If it was using a MeshPart, that would also open up the ability to scale the head to non-uniform scales.