That’ll be explained in the documentation site.
It should be up on the I don’t even know yet
But for now, I’ll explain!
Basically what happens is that through a tool, (e.g: Hammer) the player sends a message to a server script through a remote event with the mouse’s target and position. This causes the server script to react to the event by getting the Module script through
local TeaR = require(Module Path)
the server script will then use the destroy function and input the following
TeaR:Destroy(object,position,size)
• object being the object to effect
• position being where to hit
• size being how big the damage should be
It will then create a new part and use a module called AASubtract to make a hole (and for falling physics)
Next, it uses one of my modules called qAIWeld, this basically uses many hitboxes to determine what parts should be welded to another part.
Finally, it creates another part, and sets the position to where the player’s mouse is pointing
(e.g)
local mouse = game.Players.Localplayer:Get mouse()
mouse.hit.position
This part is set to have the exact same properties other than size and position as the object being effected by the damage.
This then once again, uses one of my modules.
This module is called qVoxelize.
This basically fills a given part with voxels based on the size given.
Each voxel is given a random velocity from -20,20.
This gives the effect of debris coming off of where an object was damaged!
Hope that helped!