This can be fixed by loading your animations earlier. It worked for me, at least.
very cool. will try this out
learn to script
try preloading your animations
Sufferinf from the exact same problem, the reliability is off. I’m not sure why.
I’m having trouble creating a combat system
how could i use ray cast for this
I’ve tried doing this
please let me know!
local char = plr.Character
local arm = char:WaitForChild("Right Arm")
local Hitbox = RaycastHitbox.new(arm)
Hitbox.Visualizer = true
--[[local att = Instance.new("Attachment")
att.Name = "DmgPoints"
att.Parent = arm]]
Hitbox:LinkAttachments(arm.DmgPoint)
Hitbox.OnHit:Connect(function(hit)
if hit.Parent:FindFirstChild("Humanoid") then
hit.Parent.Humanoid:TakeDamage(1.5)
end
end)
Hitbox:HitStart()
task.wait(.3)
Hitbox:HitStop()
Hi! I am thoroughly enjoying your module, and is the foundation of hitbox detection in my fighting game! I have been having a great time, but there is one request that would make my experience a whole lot better. Currently, Hit Points are detected via the name of the attachment “DmgPoint”. I have many many groups of one hitbox all in one object, so It’s very tedious to identify all of them by group since they all have the same name. If there was an option for the module to identify attachments by an attribute instead of its name, I could change the names of different groups of hitboxes to be easier to identify.
Help! If I activate the weapon and then quickly unequip it then I get an output error which points out that Hitbox is nil (on the Hitbox:Stop line). How can I fix this?
Thank you for reading!
Hey, I’m making a fighting game and I use your module. But when I create a hitbox in the server side, it’s making my game like, do you have any solution for it please?
Thanks you.
umm did you read your sentence ?
Question: Let’s say I create a LocalScript that has a Hitbox created by RaycastHitbox.new. If the LocalScript is Destroy:()’d, will the Hitbox automatically be destroyed too or do I have to destroy it before the LocalScript is destroyed? I don’t want to cause any memory leaks.
You must :Destroy() in order to destroy the hitbox.
Hope it helps!
Hitboxes are super unreliable. Randomly hitboxes don’t register even while standing still. Any fix to this?
edit: Just use clientcast. ClientCast - A Client-based, Idiosyncratic Hitbox System! - #146 by caviarbro
How would you go about fixing hitboxes sometimes not working. Randomly hits don’t register and I don’t know why.
Just curious. Have you discovered a solution to this yet or have found a module that does better than this one? My game is at a dead end because of this. If you have any suggestions of other modules that would be very helpful.
How would I add tag to distinc if a player killed another player for leaderboards?
Play the attack animations from the server that fixed it for me.
Having the exact same problem with inaccuracy in v4.0.1. I messaged Swordphin about this a couple of days ago, no response yet.
Here’s a bug replication place I made:
Raycast Hitbox v4.0.1 Inaccuracy issues - Roblox
Edit 2 (Better Fix)
EDIT (Quick Fix):
If anyone is looking for a quick fix, adding more DmgPoints seems to do the trick. I’m sure that this is not the most efficient solution but it works.
(my DmgPoints are ~0.25 studs apart and I haven’t experienced any inaccuracy issues yet)
this is also an issue that i am having right now
did you find a fix? please let me know
I think you must stop destroying the hitbox on unequip (but i cant remember, also cant check the script since im not at home right now).
Setting the Raycast Params property completely solved inaccuracy issues for me.
local Hitbox = RaycastHitbox.new(Tool)
local RaycastSettings = RaycastParams.new()
RaycastSettings.FilterType = Enum.RaycastFilterType.Blacklist
RaycastSettings.FilterDescendantsInstances = {Character}
Hitbox.RaycastParams = RaycastSettings