asking this again because existing topics didn’t exactly help my problem and they’re all over a month old…
region3 → this was really complicated. also, with larger projectiles of 10+ studs it starts approaching laggy-tier, but i could give it a try
raycast (singular) → doesn’t work, the projectile is too big.
raycats (multiple) → laggy ish, but my current solution, wondering if i could make it more effecient and it felt really messy to work with
.touched → a lot of people have said it’s bad and laggy
does anyone have a solution?
1 Like
Sentross
(Sentross)
July 27, 2019, 10:28pm
2
I don’t see anything wrong with using .Touched as long as you efficiently write the code.
I found this post after I answered this one:
i saw a post asking about a good way to make a projectile that hit multiple enemies from september 2018 ish. my solution was this
block.Touched:Connect(function(hit)
local hitmodel = hit.Parent
if hitmodel:FindFirstChild('Humanoid') then
local blockhashit = hitmodel:FindFirstChild('blockhashit')
if blockhashit == nil then
blockhashit = Instance.new('StringValue')
blockhashit.Name = 'blockhashit'
debris:AddItem(blockhashit,1)
…
I am guessing this is where you asked it? If you did, touched is fine.
Voile
(Voile)
July 27, 2019, 10:39pm
3
I would call :GetTouchingParts() on the large projectile every frame with runService.RenderStepped:Wait()
2 Likes
i’m just wondering how this would work with relations to a situation of 100+ bullets (say, a bullet hell game). normally i wouldn’t think it would be laggy if a game never has many projectiles to begin with but i don’t know about situations like that. do you think this would work well with larger numbers of bullets?