HitboxClass | v1.1B | A Powerful OOP-based Hitbox Module

Use the standard object mode, and check to see if the part is associated with a player. For instance, if it hits their right arm, get the parent (the character), then pass the parent to the PlayerService method GetPlayerFromCharacter, which will return a player or nil. If it returns nil, no player is associated with the part.

I’ll look into adding it into Wally. I’ve never had a need to use it so I’ll have to set it up.

Thanks for responding, Can you add a feature where the scaan mode can be: Constant, OneTime

When I tried the object mode for my projectile it kept getting hit by nothing and exploded

I already have something like that in the works, once I stress test it further in my game I will release it in the public module.
image

nvm I got this to work now I don’t need help with this

oh Nice, thank you for working on this feature

hello im running into an error i did the whole set up for client-sided hitbox but im getting an error, “OnServerEvent can only be used on the server”, i am not doing anything on the server, withh this hitboxmodule i just started Using it on the client with the Set-up on the GitHub, not sure whats going on

Don’t add a client into the hitboxparams if the hitbox itself is being made on the client. The client being used can only be the localplayer. Passing client into the hitboxparams should only be used on the server where the client can actually be chosen.

Why does my projectile lag then it fires?

btw I used this for a projectile in tool, but the hitbox doesn’t work after I die

Will you be able implement it to the module at some point in the future?

how can i use

hitbox.HitObject:Connect(function(parts)

end)

correctly? it doesn’t seem to work even after changing the lookingfor to “Object”

also is there a way to automatically destroy all hitboxes of a player that died?

I made a worse version of hitbox class for fun:

lemme see this hitbox system, it probably god awful (I wonder how I knew)

this bad hitbox actually can do that :rofl:

because it adjusts the size every frame and you can manually change the size at anytime
if it’s a clientside hitbox, it has an UpdateClient() method that can be called to adjust the hitbox on the client

I won’t recommend you to use it, hopefully hitbox class will get a similar feature

Is UseClient unreliable or am I doing something wrong, when I use it sometimes the hitbox doesn’t register hits despite it displaying the visualizer, hits always register when the hitbox doesn’t use useclient

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Amazing module but i ran into a bit of a issue when i used the HitObject event

my blacklist does not seem to work properly with it it would still print out the blacklisted characters

My code

local WeaponModel = Character:WaitForChild(Tool.Name)
local HitPart = WeaponModel.HITBOX

local newHitbox, connected

local hitboxParams = {
    SizeOrPart = 3.5,
    DebounceTime = 1,
    SpatialOption = "InRadius",
    LookingFor = "Object",
    VelocityPrediction = true,
    Blacklist = {Character,WeaponModel},
    Debug = true
} :: HitboxTypes.HitboxParams



newHitbox, connected = HitboxClass.new(hitboxParams)
newHitbox:WeldTo(HitPart)



newHitbox.HitObject:Connect(function(BaseParts)



    for i,v in pairs(BaseParts) do
        print(v)
        print(v.Parent)


    end

end)

now i dont know if i am doing something wrong or of its a bug in the module

The hitbox appears, but HitSomeone function doesnt appear to work? it doesnt print anything. I have a Dummy in alive folder.

can someone explain how the blacklist works for this module? lots of people are having issues and there’s no resolution. the documentation isnt clear either