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.
Hereās 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. Iām sure that this is not the most efficient solution but it works.
(my DmgPoints are ~0.25 studs apart and I havenāt 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
How would I use this with Bones instead of attachments?
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.
Is it possible to change the color of the visualizer lines through a function or something?
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 doesnāt 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 youāre solutions @ShadowOfVenus and @Khrrxs but didnāt work, so maybe someone else (or @TeamSwordphin may help me), but Iāve 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 havenāt 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
āeven in the docs it shows itā
its in 3rd step
I see, but when doing so, it either doesnāt 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 Iām really confused by this.
For an example: on that sword tool featured in the file, how would I also add touch detection alongside it damaging on activate?
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 IT IS THE ACCESSORIES AND HAIR (meshes I guess) IN THE VICTIMāS CHARACTER, DO ANYONE OF YOU KNOW IF THIS HAS ANYTHING TO DO WITH ANY PART OF THE MODULE?
Edit: Iām talking about this issue on this topic.
Thank you for reading!
Roblox is currently down
when its not I will try to do your request, ācanāt access roblox studioā
Is there a way to make it not hit players? Iām 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. Iām not very experienced in raycasting yet