Raycast Hitbox 4.01: For all your melee needs!

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.

Hereā€™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. Iā€™m sure that this is not the most efficient solution but it works.


(my DmgPoints are ~0.25 studs apart and I havenā€™t experienced any inaccuracy issues yet)

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Just use clientcast. ClientCast - A Client-based, Idiosyncratic Hitbox System! - #146 by caviarbro

this is also an issue that i am having right now

did you find a fix? please let me know

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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

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How would I use this with Bones instead of attachments?

It is explained in this post.

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How would I enable hitbox visualization on client side only. What I mean is I want a setting where a player can enable for only themself to see the hitbox.

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Is it possible to change the color of the visualizer lines through a function or something?

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I have a problem where I destroy a part and clone it again with the same DmgPoints from the previous one but everytime I try to start the hitboxes it does not recognize the attachments in that cloned part and no error appears on the output when this happends

@TeamSwordphin How do you stop the module from printing output

i tried this it doesnā€™t work

newHitbox.DebugLog = false

Does the Raycast Hitbox 4.01 support detection for when a part is touched rather than hit?

Hey! I tried both of youā€™re solutions @ShadowOfVenus and @Khrrxs but didnā€™t work, so maybe someone else (or @TeamSwordphin may help me), but Iā€™ve been experiencing some heavy inaccuracy, check the video out please (you can hear the hit sound, different on each weapon, on the few times that hitbox worked): Hitbox inaccuracy

Thank you for reading!

@TeamSwordphin Since I havenā€™t seen any replies regarding on-touch detection, what part of the module takes care of that?

@Quellet , @MILLENNlA you could easily make one like this

fire this

newHitbox:HitStart

without doing this

newHitbox:HitStop()

then it will work like a on-touch detection

ā€œeven in the docs it shows itā€

its in 3rd step

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I see, but when doing so, it either doesnā€™t damage or does not re-enable itself. It says that HitStop() is required to damage the character again if the player was already hit.

Can you just make a little example code of few lines with a damage function to show how it should be layed out as? Cause Iā€™m really confused by this. :laughing:

For an example: on that sword tool featured in the file, how would I also add touch detection alongside it damaging on activate?

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UPDATE: I realized that hitboxes work perfectly on dummies, the problem is on players. Can someone assume a solution from this?

UPDATE 2: I FOUND THE PROBLEM :smiley: IT IS THE ACCESSORIES AND HAIR (meshes I guess) IN THE VICTIMā€™S CHARACTER, DO ANYONE OF YOU KNOW IF THIS HAS ANYTHING TO DO WITH ANY PART OF THE MODULE?

Edit: Iā€™m talking about this issue on this topic.

Thank you for reading!

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Roblox is currently down

when its not I will try to do your request, ā€œcanā€™t access roblox studioā€

Is there a way to make it not hit players? Iā€™m making a script with blood droplets that make a blood puddle when they hit the ground and they keep hitting my players character and then making puddles on my character. Iā€™m not very experienced in raycasting yet