Hey guys, I am currently using Raycast v4, it works smoothly,
yet I noticed some of you really talked about how good this hitboxclass is.
I am creating an rpg game, do you guys mind sharing a simple roblox sword file with the entire hitboxclass in it like raycast dev did,
Hey dude, are you able to add an option where the hitbox can track both objects and players. Then, you can make a parameter that checks if it hits and object or hitModel.
How do I make a hitbox on the server? I have a script inside ServerScriptService that requires the module on ReplicatedStorage. I managed to make the hitbox appear, but it doesnt stick to the playerās character.
I have a question. If I use the UseClient option which makes a hitbox track on the client-side, will exploiters be able to manipulate the size of the hitboxes?
If not, then whatās the difference between client and server-sided hitboxes? From what I know, client-sided hitboxes are more accurate, but are more susceptible to exploits, while server-sided hitboxes are less accurate, but are more secure.
Thereās no built-in methods for it. You can access the hitbox itself and change the dimensions manually. If itās a client-sided hitbox you need to handle it accordingly by sending over information needed for it to find the correct hitbox to modify.
To have it stick to the character, use the WeldTo method on their HRP, torso, or wherever you want it to weld to. Thereās an optional offset argument as well.