How would I make the hitbox follow my player everywhere it goes

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Im trying to make the hitbox moves with my player. I’ve already tried welding but my characters just get stucks in place.
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local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Replicate = ReplicatedStorage.Remotes.Slashes
local Hitfx = ReplicatedStorage.Assests.Effects.HitFX
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local soundmodule = require(game.ReplicatedStorage.Modules.SoundModule)

local SlashFX1 = ReplicatedStorage.Assests.Effects.Slash1:Clone()
local SlashFX2 = ReplicatedStorage.Assests.Effects.Slash2:Clone()
local SlashFX3 = ReplicatedStorage.Assests.Effects.Slash3:Clone()








local FX = workspace.FX
local Live = workspace.World.Live






Replicate.OnServerEvent:Connect(function(Player)
	local plrCharacter = Player.Character
	local Humanoid = plrCharacter:FindFirstChild("Humanoid")
	local HumanoidRootPart = plrCharacter:FindFirstChild("HumanoidRootPart")
	local function hitbox()
		local hitbox1 = Instance.new("Part")
		hitbox1.Size = Vector3.new(5, 3, 5)
		hitbox1.CFrame = HumanoidRootPart.CFrame * CFrame.new(0,0,-5)
		hitbox1.CanCollide = false
		hitbox1.Transparency = 0
		hitbox1.Anchored = true
		hitbox1.Name = "Hitbox1"
		hitbox1.Parent = workspace.FX
		hitbox1.Massless = true
		
		local weld =  Instance.new("WeldConstraint")
		weld.Part0 = hitbox1
		weld.Part1 = HumanoidRootPart
		weld.Parent = hitbox1
		HumanoidRootPart.Anchored = false
		


		local params = OverlapParams.new()
		params.FilterDescendantsInstances = {plrCharacter}
		params.FilterType = Enum.RaycastFilterType.Exclude

		local Size = Vector3.new(3, 4, 5)
		local PartsTable = workspace:GetPartsInPart(hitbox1, params)
		local DebounceTable = {}

		for Index, Part in PartsTable do
			if Part.Parent:FindFirstChild("Humanoid") and not table.find(DebounceTable, Part.Parent) then
				table.insert(DebounceTable, Part.Parent)
				local hit1 = Part.Parent.Humanoid:LoadAnimation(ReplicatedStorage.Assests.Animations.Hit1)
				local Hitfx = ReplicatedStorage.Assests.Effects.HitFX:Clone()
				hit1:Play()
				local Character = Part.Parent
				local Humanoid = Character:FindFirstChild("Humanoid") 
				Humanoid:TakeDamage(7)
			end
		end
		table.clear(DebounceTable)
		task.delay(.9, hitbox1.Destroy, hitbox1)
	end

	local function hitbox2()
		local hitbox2 = Instance.new("Part")
		hitbox2.Size = Vector3.new(5, 3, 5)
		hitbox2.CFrame = HumanoidRootPart.CFrame * CFrame.new(0,0,-5)
		hitbox2.CanCollide = false
		hitbox2.Transparency = 0
		hitbox2.Anchored = true
		hitbox2.Name = "Hitbox1"
		hitbox2.Parent = workspace.FX
		


		local params = OverlapParams.new()
		params.FilterDescendantsInstances = {plrCharacter}
		params.FilterType = Enum.RaycastFilterType.Exclude

		local Size = Vector3.new(3, 4, 5)
		local PartsTable = workspace:GetPartsInPart(hitbox2, params)
		local DebounceTable = {}

		for Index, Part in PartsTable do
			if Part.Parent:FindFirstChild("Humanoid") and not table.find(DebounceTable, Part.Parent) then
				table.insert(DebounceTable, Part.Parent)
				local hit2 = Part.Parent.Humanoid:LoadAnimation(ReplicatedStorage.Assests.Animations.Hit2)
				local Hitfx = ReplicatedStorage.Assests.Effects.HitFX:Clone()
				task.wait(.3)
				hit2:Play()
				local Character = Part.Parent
				local Humanoid = Character:FindFirstChild("Humanoid") 
				Humanoid:TakeDamage(7)
			end
		end
		table.clear(DebounceTable)
		task.delay(.9, hitbox2.Destroy, hitbox2)
	end

	local function hitbox3()
		local hitbox3 = Instance.new("Part")
		hitbox3.Size = Vector3.new(5, 3, 5)
		hitbox3.CFrame = HumanoidRootPart.CFrame * CFrame.new(0,0,-5)
		hitbox3.CanCollide = false
		hitbox3.Transparency = 0
		hitbox3.Anchored = true
		hitbox3.Name = "Hitbox1"
		hitbox3.Parent = workspace.FX
		


		local params = OverlapParams.new()
		params.FilterDescendantsInstances = {plrCharacter}
		params.FilterType = Enum.RaycastFilterType.Exclude

		local Size = Vector3.new(3, 4, 5)
		local PartsTable = workspace:GetPartsInPart(hitbox3, params)
		local DebounceTable = {}

		for Index, Part in PartsTable do
			if Part.Parent:FindFirstChild("Humanoid") and not table.find(DebounceTable, Part.Parent) then
				table.insert(DebounceTable, Part.Parent)
				local hit3 = Part.Parent.Humanoid:LoadAnimation(ReplicatedStorage.Assests.Animations.Hit3)
				local Hitfx = ReplicatedStorage.Assests.Effects.HitFX:Clone()
				task.wait(.3)
				hit3:Play()
				local Character = Part.Parent
				local Humanoid = Character:FindFirstChild("Humanoid") 
				Humanoid:TakeDamage(8)
			end
		end
		table.clear(DebounceTable)
		task.delay(.9, hitbox3.Destroy, hitbox3)
	end
	task.wait(.1)
	hitbox()
	task.wait(.2)
	hitbox2()
	task.wait(.2)
	hitbox3()

	
	
	

	task.wait(3)
	SlashFX1:Destroy()
	SlashFX2:Destroy()
	SlashFX3:Destroy()
	

end)


1 Like

the reason welding makes the character stuck in place is probably because you anchored the welded part. unanchor it and disable collision and it should work

1 Like

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