TOUHOU MENTIONED?!!!
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TOUHOU MENTIONED?!!!
This text will be blurred
truly a touhou momentâ:money_mouth_face:
(i am rewriting my entire game now because apparently that fixed it for now despite other hitboxes working fine before ÂŻ_(ă)_/ÂŻ )
Sounds like a yield issue, does any of your code yield? The only part of HitboxClass that ever yields is when trying to make an initial connection to the client if using a client-sided hitbox.
Thank for this amazing module, Dude!! It really helps.
well no it didnt delay for other hitboxes but i guess it doesnt really matter anymore since im already rewriting my game
and since i am here, is there a âbestâ way to cancel a move and hitbox once you get stunned instantly?
(also if the ping is too high the hitbox doesnt even hit someone, anyway to prevent that?)
You can ensure all attack hitboxes have a certain ID, like âAttackâ, and clear them out with the respective method. For the ping issue, you can have the move determine how high the playerâs ping is, and use a server or client-side hitbox depending on that.
How can i make the hitbox only hit 1 person? / 1 humanoid
Disconnect from the HitSomeone connection or destroy the hitbox after picking a humanoid from the first HitChars provided by the HitSomeone connection.
thank you , mind if u give a example?, would really appreciate it
local HitConnect
HitConnect = newHitbox.HitSomeone:Connect(function(hitchars)
-- pick a humanoid sent by the signal
HitConnect:Disconnect()
end)
Sorry but, how could i get the signal from the server?, i am using my own damage handler as a module in replicatedstorage, how would i set the hitbox from the client and then use it as i was on the server?, then require my damage handler module so it gets replicated to client-server?
(would i need to set a remote event?)
Iâm unsure why you need the client one, since the client fires their response and it goes through the server one regardless. Just disconnect from the server one, the client will keep the server up to date on the hitboxâs state. When you destroy the hitbox on the server, itâll automatically destroy everything on the client and cleanup. If you donât want the hitbox to send anything at all, use Stop() or Destroy() for when youâre completely done with the object.
Also, since the signal on the client one is client-sided, the server wouldnât be able to see it no matter what you do anyways.
how would i pick one?, i did this, but it prints 2 models, instead of only 1
self.hitboxConnect = self.newHitbox.HitSomeone:Connect(function(hitChars)
for m, i in hitChars do
local Hit = false
if not Hit then
Hit = true
self.newHitbox:Destroy()
self.hitboxConnect:Disconnect()
local echar = hitChars[m]
print(echar)
end
end
end)
This is so helpful! Thankyouu
Up to you, for instance, if you wanna pick which one is closer, do magnitude checks to see which one is closer to the character model.
Yeah, but how would i select only one? (i donât really mind the order)
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Just index the first position. HitChars[1].
Works most of the time, thereâs just an issue that I donât even know how to describe:
when I move I guess the hitbox doesnât register anything inside of it already?
Make sure you have a debounce time of some sort. Or you can use the ClearTaggedChars() method. If neither of those help, show me the code on how youâre using the hitbox if at all possible so I could possibly replicate it.
sorry for being late lol. The hitbox is unanchored which causes it to move like that, so just set guidepart.Anchored = true