of the original FE Giant script. It often features a clean, minimalist user interface (UI) that looks like a notepad or a piece of paper. It allows you to: Increase your beyond normal limits. Modify your so you don't sink into the ground. FE Compatibility , meaning other players can see your giant size. 2. How to find the "Better" Version
-- FE Giant Tall Avatar Script (Optimized) -- Paste into LocalScript
-- Advanced FE Giant & Tall Avatar Optimizer -- Targets: R15 Avatars local Player = game:GetService("Players").LocalPlayer local Character = Player.Character or Player.CharacterAdded:Wait() local Humanoid = Character:WaitForChild("Humanoid") -- Target Scales (Adjust these values to change your size) local HeightMultiplier = 5.0 local WidthMultiplier = 4.5 local DepthMultiplier = 4.5 local HeadMultiplier = 4.0 -- Vector definition for camera adjustment local CameraOffset = Vector3.new(0, 2 * HeightMultiplier, 0) -- Function to safely inject and scale body values local function ScaleAvatar() if Humanoid.RigType == Enum.HumanoidRigType.R15 then -- Define the critical scaling objects local Scales = ["BodyHeightScale"] = HeightMultiplier, ["BodyWidthScale"] = WidthMultiplier, ["BodyDepthScale"] = DepthMultiplier, ["HeadScale"] = HeadMultiplier -- Loop through and apply values or create them if missing for ScaleName, ScaleValue in pairs(Scales) do local ScaleObj = Humanoid:FindFirstChild(ScaleName) if not ScaleObj then ScaleObj = Instance.new("NumberValue") ScaleObj.Name = ScaleName ScaleObj.Parent = Humanoid end ScaleObj.Value = ScaleValue end -- Optimize HipHeight to prevent clipping into the map floor Humanoid.HipHeight = 2.0 * HeightMultiplier -- Fix Camera Tracking so your view isn't stuck at your feet local CurrentCamera = workspace.CurrentCamera CurrentCamera.CameraSubject = Character:FindFirstChild("HumanoidRootPart") Humanoid.CameraOffset = CameraOffset print("Avatar scaled successfully. FE Multipliers Applied.") else warn("This advanced script requires an R15 avatar to function correctly.") end end -- Execute configuration ScaleAvatar() -- Re-apply on respawn to maintain persistence Player.CharacterAdded:Connect(function(NewCharacter) Character = NewCharacter Humanoid = NewCharacter:WaitForChild("Humanoid") task.wait(0.5) -- Short delay to ensure character physics load safely ScaleAvatar() end) Use code with caution. Key Mechanics: Why This Script Performs Better
-- Effects if CONFIG.EFFECTS then local sound = Instance.new("Sound") sound.SoundId = "rbxassetid://9120386436" -- Growth sound effect sound.Volume = math.min(clamped / 10, 1) sound.Parent = humanoidRoot sound:Play() Debris:AddItem(sound, 3) end end fe giant tall avatar script better
local ReplicatedStorage = game:GetService("ReplicatedStorage") local Players = game:GetService("Players") local RequestScale = Instance.new("RemoteEvent", ReplicatedStorage) RequestScale.Name = "RequestScale"
In modern Roblox development, security and synchronization rely entirely on FilteringEnabled. A custom FE script handles the scaling logic on the server while smoothly interpolating the visual movement on the client. This prevents exploiters from manipulating their own scale maliciously and ensures that when a giant player steps on a building, every player sees the impact simultaneously. Tailored Weight and Physics Manipulation
if input.KeyCode == Enum.KeyCode.Equals or input.KeyCode == Enum.KeyCode.KeypadPlus then requestEvent:FireServer("grow") elseif input.KeyCode == Enum.KeyCode.Minus or input.KeyCode == Enum.KeyCode.KeypadMinus then requestEvent:FireServer("shrink") elseif input.KeyCode == Enum.KeyCode.R then requestEvent:FireServer("reset") end of the original FE Giant script
Ensure your avatar is set to R15. Navigate to the "Head & Body" section and select "Scale" .
One of the biggest headaches with large avatars is the HipHeight property, which determines how far above the ground the character’s torso hovers. Stock scaling often miscalculates this, causing giants to bury their knees in the dirt or float in mid-air. A custom script dynamically calculates the leg length and adjusts the HipHeight and MaxSlopeAngle in real-time, allowing giants to step over obstacles smoothly. Adaptive Animation Speed Scaling
Which of those would you like next?
If you have tried basic scripts before and met with frustrating glitches, this optimized script solves those issues through four specific mechanisms: 1. Proportional HipHeight Adjustment
: Games with strict competitive physics (like obstacle courses or fighting games) will actively fight avatar scaling. Use these scripts primarily in social sandboxes or physics testing games. If you want to customize your execution setup, let me know: Are you running an R6 or R15 avatar? Which script executor do you currently use? Do you need specific animations to work while giant?
These scripts intelligently handle Humanoid properties. They understand how to manipulate HipHeight , BodyWidthScale , and BodyHeightScale within safe limits that prevent the server from flagging the avatar as corrupted. 3. Optimized Network Usage Modify your so you don't sink into the ground
To avoid disrupting others, try new scripts in private servers.
Fe Giant Tall Avatar Script Better |work| – Safe & Premium
Fe Giant Tall Avatar Script Better |work| – Safe & Premium
of the original FE Giant script. It often features a clean, minimalist user interface (UI) that looks like a notepad or a piece of paper. It allows you to: Increase your beyond normal limits. Modify your so you don't sink into the ground. FE Compatibility , meaning other players can see your giant size. 2. How to find the "Better" Version
-- FE Giant Tall Avatar Script (Optimized) -- Paste into LocalScript
-- Advanced FE Giant & Tall Avatar Optimizer -- Targets: R15 Avatars local Player = game:GetService("Players").LocalPlayer local Character = Player.Character or Player.CharacterAdded:Wait() local Humanoid = Character:WaitForChild("Humanoid") -- Target Scales (Adjust these values to change your size) local HeightMultiplier = 5.0 local WidthMultiplier = 4.5 local DepthMultiplier = 4.5 local HeadMultiplier = 4.0 -- Vector definition for camera adjustment local CameraOffset = Vector3.new(0, 2 * HeightMultiplier, 0) -- Function to safely inject and scale body values local function ScaleAvatar() if Humanoid.RigType == Enum.HumanoidRigType.R15 then -- Define the critical scaling objects local Scales = ["BodyHeightScale"] = HeightMultiplier, ["BodyWidthScale"] = WidthMultiplier, ["BodyDepthScale"] = DepthMultiplier, ["HeadScale"] = HeadMultiplier -- Loop through and apply values or create them if missing for ScaleName, ScaleValue in pairs(Scales) do local ScaleObj = Humanoid:FindFirstChild(ScaleName) if not ScaleObj then ScaleObj = Instance.new("NumberValue") ScaleObj.Name = ScaleName ScaleObj.Parent = Humanoid end ScaleObj.Value = ScaleValue end -- Optimize HipHeight to prevent clipping into the map floor Humanoid.HipHeight = 2.0 * HeightMultiplier -- Fix Camera Tracking so your view isn't stuck at your feet local CurrentCamera = workspace.CurrentCamera CurrentCamera.CameraSubject = Character:FindFirstChild("HumanoidRootPart") Humanoid.CameraOffset = CameraOffset print("Avatar scaled successfully. FE Multipliers Applied.") else warn("This advanced script requires an R15 avatar to function correctly.") end end -- Execute configuration ScaleAvatar() -- Re-apply on respawn to maintain persistence Player.CharacterAdded:Connect(function(NewCharacter) Character = NewCharacter Humanoid = NewCharacter:WaitForChild("Humanoid") task.wait(0.5) -- Short delay to ensure character physics load safely ScaleAvatar() end) Use code with caution. Key Mechanics: Why This Script Performs Better
-- Effects if CONFIG.EFFECTS then local sound = Instance.new("Sound") sound.SoundId = "rbxassetid://9120386436" -- Growth sound effect sound.Volume = math.min(clamped / 10, 1) sound.Parent = humanoidRoot sound:Play() Debris:AddItem(sound, 3) end end fe giant tall avatar script better
local ReplicatedStorage = game:GetService("ReplicatedStorage") local Players = game:GetService("Players") local RequestScale = Instance.new("RemoteEvent", ReplicatedStorage) RequestScale.Name = "RequestScale"
In modern Roblox development, security and synchronization rely entirely on FilteringEnabled. A custom FE script handles the scaling logic on the server while smoothly interpolating the visual movement on the client. This prevents exploiters from manipulating their own scale maliciously and ensures that when a giant player steps on a building, every player sees the impact simultaneously. Tailored Weight and Physics Manipulation
if input.KeyCode == Enum.KeyCode.Equals or input.KeyCode == Enum.KeyCode.KeypadPlus then requestEvent:FireServer("grow") elseif input.KeyCode == Enum.KeyCode.Minus or input.KeyCode == Enum.KeyCode.KeypadMinus then requestEvent:FireServer("shrink") elseif input.KeyCode == Enum.KeyCode.R then requestEvent:FireServer("reset") end of the original FE Giant script
Ensure your avatar is set to R15. Navigate to the "Head & Body" section and select "Scale" .
One of the biggest headaches with large avatars is the HipHeight property, which determines how far above the ground the character’s torso hovers. Stock scaling often miscalculates this, causing giants to bury their knees in the dirt or float in mid-air. A custom script dynamically calculates the leg length and adjusts the HipHeight and MaxSlopeAngle in real-time, allowing giants to step over obstacles smoothly. Adaptive Animation Speed Scaling
Which of those would you like next?
If you have tried basic scripts before and met with frustrating glitches, this optimized script solves those issues through four specific mechanisms: 1. Proportional HipHeight Adjustment
: Games with strict competitive physics (like obstacle courses or fighting games) will actively fight avatar scaling. Use these scripts primarily in social sandboxes or physics testing games. If you want to customize your execution setup, let me know: Are you running an R6 or R15 avatar? Which script executor do you currently use? Do you need specific animations to work while giant?
These scripts intelligently handle Humanoid properties. They understand how to manipulate HipHeight , BodyWidthScale , and BodyHeightScale within safe limits that prevent the server from flagging the avatar as corrupted. 3. Optimized Network Usage Modify your so you don't sink into the ground
To avoid disrupting others, try new scripts in private servers.