Help with network ownership

local hitbox = {}
local hitboxTransparency = 1
local hitboxLifeSpan = 0.2
local hitboxPrediction = 6
local hitboxOffset = 3
local ragdoll = require(game.ReplicatedStorage.Ragdoll)
local ragdollDuration = 2
local force = 200
function hitbox.AtkHitbox(player: Player, size: Vector3, damage: NumberValue, row: NumberValue)
	local c = player.Character
	local r = c:FindFirstChild("HumanoidRootPart")
	local datatable = {}
	if c then
		local h = Instance.new("Part")
		h.Parent = workspace
		h.Position = r.Position + (r.CFrame.LookVector * hitboxOffset) + Vector3.new(r.Velocity.X, 0, r.Velocity.Z) / hitboxPrediction
		h.Size = size
		h.Transparency = hitboxTransparency
		h.Anchored = true
		h.CanCollide = false
		h.Name = "AtkHitbox"
		task.delay(hitboxLifeSpan, function()
			h:Destroy()
		end)
		h.Touched:Connect(function(p)
			if p.Parent and p.Parent:FindFirstChild("Humanoid") and p.Parent ~= c then
				local hc = p.Parent
				if not table.find(datatable, hc.Name) then
					table.insert(datatable, hc.Name)
					local th = hc:FindFirstChild("Humanoid")
					if row ~= 4 then
						th:TakeDamage(damage)
					else
						th:TakeDamage(damage * 2)
						ragdoll.Start(hc)
						local hrp = hc:FindFirstChild("HumanoidRootPart")
						if hrp then
							local forceDirection = (r.CFrame.LookVector + Vector3.new(0, 0.5, 0)) * force 
							hrp:ApplyImpulse(forceDirection * hrp.AssemblyMass)
						end
						delay(ragdollDuration, function()
							ragdoll.Stop(hc)
						end)
					end
				end
			end
		end)
	end
end
return hitbox

In this particular function, i want to set the network ownership to the attacker (player) so the force applied to the hit player wont delay on players pov. How can i do that?

3 Likes

giving the hitbox networkship to a client could be risky, exploiters could move the hitbox

1 Like

I am not giving hitbox networkship. I want to set the network ownership to the attacking player so the force applied to the hit player is not delayed.