I get this error when unequipping the tool when in the middle of a swing, it results in the tool being permanently broken, any fixes?
The math for the attachment solver appears to be wrong:
What this is doing is making the ray:
Origin: currentPosition
Direction: currentPosition - lastPosition
Endpoint: currentPosition + (currentPosition - lastPosition)
This makes the ray inaccurately go into things it hasnāt reached yet, or even into things it will never reach, the desired outcome should be going from current to last
Which would be:
Origin: currentPosition
Direction: lastPosition - currentPosition
Endpoint: lastPosition
Even with the corrected math, in my opinion going from current to last is unexpected behavior as I would assume the rays to travel in the direction of movement, last to current.
Which would be
Origin: lastPosition
Direction: currentPosition - lastPosition
Endpoint: currentPosition
hello!
i am using this module for my lightsabergame and now i want to add blocking!
(!BTW RAYCASTING IS PRETTY NEW FOR ME!)
i dont know what i need to do to make the blocking work but i want to make it so when a value in a tool is true blocking will be enabled and the raycasthitbox does no dmg to the player with the blocking valueā¦ here is the serversided code i used for the attacks
local remoteEvent = script.Parent.Parent.AttackFolder.Attack1
local tool = script.Parent.Parent
local plr = tool.Parent.Parent
local char = plr.Character
local m1 = script.Parent.Parent.Handle.Hit
local Damage = script.Parent.Parent.dmgfolder.dmg.Value
local RaycastHitbox = require(game.ServerScriptService.RaycastHitboxV4)
local Hitbox = RaycastHitbox.new(script.Parent.Parent["Lightsaber top"].Part)
hitted = false
blockhitted = false
remoteEvent.OnServerEvent:Connect(function()
Hitbox:HitStart()
local Attack = script.Parent.Parent.Parent.Humanoid:LoadAnimation(script.Parent.Parent.Anims.Attack1)
print("Server Attack1!")
Hitbox.OnHit:Connect(function(hit, humanoid)
if hitted then return end
hitted = true
if humanoid.Parent ~= char then
humanoid:TakeDamage(Damage)
m1:Play()
print(hit.Name)
humanoid:LoadAnimation(script.Parent.Parent.Anims.Hit) -- does not work i cant locate the humanoid i hit
end
hitted = false
end)
Attack:Play()
wait(0.3)
Hitbox:HitStop()
end)
wait(2)
m1:Stop()
and here is the blockedvalue i would like to get detected (In the tool)
thanks for helping i will try some solutions myself too.
Does this module work for Classic Swordfighting type Swords?
It should. The example place on the post has exactly that.
This is extremely useful. Iāll definitely be implementing this into my combat game!
For one of my games i have a script in serverscriptservice that adds the attribute āCanBlockā to your humanoid, this is what the code looks like
game.Players.PlayerAdded:Connect(function(Player)
Player.CharacterAdded:Connect(function(Character)
local Humanoid = Character:FindFirstChild("Humanoid")
if Humanoid ~= nil then
Humanoid:SetAttribute("Blocking", false)
Humanoid:SetAttribute("CanParry", false)
end
end)
end)
For a simple blocking mechanic you could check if blocking is true upon hitting the enemy, that would look something like:
local CheckBlock = enemyhumanoid:GetAttribute("Blocking")
if CheckBlock == true then
--code here depending on what you want to do when they hit a block
end
Hey there, Iām curious if the raycast hitbox module will get another update, since Roblox recently released some new API, the Shapecasts, from here:
Would be really cool if the raycast hitbox could potentially handle shape casts too
Are you going to change the code for this module with the new release of shapecasts??
Iād appreciate it if anyone can help me with using this module,
Iām having issues with this. Iām not sure if I am doing something wrong but if I stand still and hit the same character it stops detecting the hits unless I move prior to hitting it.
local handle = script.Parent
local tool = handle.Parent
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RaycastHitbox = require(ReplicatedStorage.RaycastHitboxV4)
local newHitbox = RaycastHitbox.new(script.Parent)
local Params = RaycastParams.new()
local hitSound = handle:WaitForChild("Hit")
local swingSound = handle:WaitForChild("Swing")
local charDefined = false
tool.Equipped:Connect(function()
if not charDefined then
charDefined = true
Params.FilterDescendantsInstances = {tool.Parent}
Params.FilterType = Enum.RaycastFilterType.Exclude
newHitbox.RaycastParams = Params
end
end)
local deboucne = false
local turnOffAfterThisAmountOfSeconds = .25
tool.Activated:Connect(function()
if deboucne == false then
deboucne = true
swingSound:Play()
newHitbox:HitStart(turnOffAfterThisAmountOfSeconds)
tool.Grip = CFrame.new(Vector3.new(0, 0, -1.25)) * CFrame.Angles(math.rad(180),0,0)
task.wait(0.75)
tool.Grip = CFrame.new(Vector3.new(0, 0, -1.25)) * CFrame.Angles(math.rad(90),0,0)
task.wait(.25)
deboucne = false
end
end)
newHitbox.OnHit:Connect(function(hit, humanoid)
hitSound:Play()
print(hit)
humanoid:TakeDamage(1)
end)
robloxapp-20230618-2254499.wmv (1.9 MB)
wait so we cant fire events in the hit event?
I believe the rays would require a non-zero direction
vector. Not moving means the displacement is 0 and that means the direction
vectorās magnitude
is 0, meaning the direction
vector is itself a zero vector.
I think this is what is causing you the issues.
@roblox_user_48558705 @IntentionalChaos
I implemented Shapecasts in this module. I have messaged @TeamSwordphin about my Pull Request. You could, however, get the source directly and use it from here:
GitHub - OptimizedFunction/raycastHitboxRbxl: Requires Roblox Studio and knowledge of its API - Free to use for everybody
Original work is by @TeamSwordphin, I have only implemented support for Shapecasts.
Changes Made:
Expand
Hitbox.new()
Hitbox.new()
now takes two arguments:
- object: any?
- ShapecastMode: ShapecastModeEnum?
ShapecastMode
defaults to Line
if not provided.
ShapecastModeEnum
Line
- Uses the classic
Raycast
method. - Casts a single line.
Sphere
- Uses the SphereCast method.
- Casts a circle.
-
Hitbox.SphereCastRadius
is used to set the radius for theSphereCast
.
Block
- Uses the BlockCast method
- Casts a cuboid.
-
Hitbox.BlockCastSize
is used to set the radius for theBlockCast
.
New Properties:
Hitbox.SphereCastRadius: number
- This property defines the radius of the sphere to cast when
ShapecastMode
is set toSphere
Hitbox.BlockCastSize: Vector3
- This property defines the size of the cuboid to cast when
ShapecastMode
is set toBlock
Yo Can I Like Use This For Projectiles?
The FastCastModule in question:
Well, you could. But for projectiles, I would suggest using FastCast. It has a lot more features and is specifically for projectiles.
FastCast is better suited for projectiles, but this one is for melee weapons as the title says āFor all your melee needs!ā, while FastCast on the other hand, it says this in the title āMaking a combat game with ranged weapons?ā
I want to make damage depend on the attackers stats. Iām having a problem sending and receiving my own tables. So how could I do this?
Off-Topic but I dont think the creator is gonna update this. I checked his profile and it says āOut of devforum due to life stuff.ā But heās probably gonna be active more, so who knows?
Anyways, I dont use this anymore. Iām currently using a āBoundingBoxā method to do this. This module is limited. And yes, I still use āBlacklistā and āWhitelistā. I just get the new ones mixed up.
But this causes some lag now.
I hope someone remakes this module!