Raycast Hitbox 4.01: For all your melee needs!

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?
image

2 Likes

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 hasnā€™t 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

1 Like

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)
image

thanks for helping i will try some solutions myself too.

Does this module work for Classic Swordfighting type Swords?

1 Like

It should. The example place on the post has exactly that.

This is extremely useful. Iā€™ll definitely be implementing this into my combat game!

For one of my games i have a script in serverscriptservice that adds the attribute ā€œCanBlockā€ 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

1 Like

Hey there, Iā€™m 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

6 Likes

Are you going to change the code for this module with the new release of shapecasts??

2 Likes

Iā€™d appreciate it if anyone can help me with using this module,

1 Like

Iā€™m having issues with this. Iā€™m 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)

1 Like

wait so we cant fire events in the hit event?

1 Like

I believe the rays would require a non-zero direction vector. Not moving means the displacement is 0 and that means the direction vectorā€™s magnitude is 0, meaning the direction vector is itself a zero vector.

I think this is what is causing you the issues.

1 Like

@fembussing @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 the SphereCast.

Block

  • Uses the BlockCast method
  • Casts a cuboid.
  • Hitbox.BlockCastSize is used to set the radius for the BlockCast.

New Properties:

Hitbox.SphereCastRadius: number

  • This property defines the radius of the sphere to cast when ShapecastMode is set to Sphere

Hitbox.BlockCastSize: Vector3

  • This property defines the size of the cuboid to cast when ShapecastMode is set to Block
11 Likes

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 ā€œFor all your melee needs!ā€, while FastCast on the other hand, it says this in the title ā€œMaking a combat game with ranged weapons?ā€

I want to make damage depend on the attackers stats. Iā€™m 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 ā€œOut of devforum due to life stuff.ā€ But heā€™s probably gonna be active more, so who knows?
Anyways, I dont use this anymore. Iā€™m currently using a ā€œBoundingBoxā€ method to do this. This module is limited. And yes, I still use ā€œBlacklistā€ and ā€œWhitelistā€. I just get the new ones mixed up.
But this causes some lag now.
I hope someone remakes this module!