Although this is better than .Touched, it still isn't perfect. Firstly, its typically looked down upon do even create parts for hitboxes. Its better to use getpartsboundinbox since it is less computationally expensive and you dont have to waste resources creating and deleting parts. Another thing is making the hitbox cast on the client rather than the server. As you mentioned before with .Touched, when someone has high, hit reg is a lot worse! This is the same with every method assuming you do it on the server and this is because your position on the client is different to your position on the server. The way to fix this is very simple. Simply just cast the hitboxes on the client meaning that if it looks like you hit someone, then you do hit them 100% of the time. The only downside of this is it is more exploitable but if you do checks on the server then it should be fine.
It had never occurred to me to actually spawn the hitbox in the client, but it's actually genius now that you explained it, it would really solve some potential big issues. I've never heard about GetPartsBoundInBox, but from the little research I've done so far it sounds very promising. W comment! I really appreciate it, I learned something new today. Can't wait to share it with the community :]
@@iamLudius im not gonna act like i was the first person to come up with the idea and im a complete genius however you still do need to be careful when doing it since it will allow exploiter to fire events saying that they have hit someone when they actually havent. Make sure if you do end up doing this, to make the remote event only available to the client when the player is actually doing an attack. Also make sure the person getting hit isnt too far away.
the reason why i went here because i funking forgot how do i make hitboxes like this, i stopped coding and working on my game that i forgot how to do it
Love the video bro keep going, if you can i would love if you can make a video on how to make knockblack like a pro or bodyvelocity and linearvelocity?
I always thought the right way was to play a animation on the client and then making the event on the client and fire a remote to the server to create the hitbox. Is that way wrong?
pro hitboxes my ass. first of all, you weld a part and then destroy it not even a physics tick later, second of all players move around the map, they dont stand there, taking hits.
add a variable called "DamagedHumanoids" and make it an empty table. Now before you damage the character, check if the humanoid is already in the table, if its not then you can proceed with the damage code. after you're done damaging, add the humanoid to the damaged humanoids now if you're keeping a global damaged humanoids table, i reccomend you clear it everytime an attack is finished.
Nice video, your points are well said and have solid proofs, love them. Unrelated but can you make a tutorial how to make uppercut and downslam? I am making a combat system but i feel incomplete without them and i happen to struggle making them work
there's NO SHOT you uploaded this as i was looking for hitbox tutorials. i refuse to believe it
I was just thinking of this concept 2 days ago
Some say I'm a psychic. Thanks for the comment :]
I'm telling you, I can read minds. Also thanks for the comment :]
@@iamLudius 💀🤣🤣
real
Although this is better than .Touched, it still isn't perfect. Firstly, its typically looked down upon do even create parts for hitboxes. Its better to use getpartsboundinbox since it is less computationally expensive and you dont have to waste resources creating and deleting parts.
Another thing is making the hitbox cast on the client rather than the server. As you mentioned before with .Touched, when someone has high, hit reg is a lot worse! This is the same with every method assuming you do it on the server and this is because your position on the client is different to your position on the server. The way to fix this is very simple. Simply just cast the hitboxes on the client meaning that if it looks like you hit someone, then you do hit them 100% of the time. The only downside of this is it is more exploitable but if you do checks on the server then it should be fine.
It had never occurred to me to actually spawn the hitbox in the client, but it's actually genius now that you explained it, it would really solve some potential big issues. I've never heard about GetPartsBoundInBox, but from the little research I've done so far it sounds very promising.
W comment! I really appreciate it, I learned something new today. Can't wait to share it with the community :]
Yo Majestic hi!
@@iamLudius im not gonna act like i was the first person to come up with the idea and im a complete genius however you still do need to be careful when doing it since it will allow exploiter to fire events saying that they have hit someone when they actually havent. Make sure if you do end up doing this, to make the remote event only available to the client when the player is actually doing an attack. Also make sure the person getting hit isnt too far away.
@@MajesticUC A simple magnitude check can solve this.
@Thomaaas07 yep it sure can
Your so underrated. No free model Link, No bs, Gives explanation so the person can actually learn. Keep it up man!
LUDIUS, WHY DO U MAKE VIDS WHEN I NEED EM. ARE U THE GOAT OR WHAT?
I'm just happy to help bro. Thanks for the comment :]
i just spend hours trying to make a collision system for my placement module & nothing i tried worked until i found this, thank you so much!
An updated more effective version is releasing tomorrow, I recommend you watch that one
@@iamLudius will do
Another video, another banger, keep it up lad (im edging)
STOP IT
I will try my best to keep uploading good content :]
Yeah he kinda should jajajaja
@@iamLudius btw thanks so mucgh u really posted it when i enedded it
i am currently trying to make a punch
get some help bro 🤣
This is actually amazing advice. Thanks man 👍
I'm happy to help, thank you for the comment :]
the timing is crazy bruh I spent the past few days tryna find a good way to make hitboxes (all the good scripter Ik gatekeep their methods)
Hopefully this video helped you a bit. Also thanks for the comment :]
Good scripters dont gatekeep
@@happyocean3115 I need to know these scripters then
very educating video, it's interesting... interesting
Bro typed interesting twice? Must be really interesting then.
Also thanks for the comment :]
You deserve a sub
My king ludius never fail to fill me up with his videos
😐
😐
the voice of ludius still got me edging🤤😩
Comments like these got me asking myself what's happened to humanity... But thanks for the comment :]
@@iamLudiushell yeah bbg
STOP BRO
@@iamLudius ByteBlox ahh community
Literally uploaded right when i needed hitboxes for my game
broo i never knew animation events existed tyyy
IAM BETA
THIS THE BETTER YT
mad underrated
Btw Touched won't work if part1 was already touching part2 before you made the Touched connection.
Bro I needed this so much
Thanks a lot, this was really helpful 🔥
the reason why i went here because i funking forgot how do i make hitboxes like this, i stopped coding and working on my game that i forgot how to do it
great tutorial
Can’t you just use the raycastHitboxV4 module instead of creating a part?
Tysm! this was really helpful!!
Love the video bro keep going, if you can i would love if you can make a video on how to make knockblack like a pro or bodyvelocity and linearvelocity?
ok but what do you put in replicated storage
I always thought the right way was to play a animation on the client and then making the event on the client and fire a remote to the server to create the hitbox. Is that way wrong?
Nope that way is completely valid, it's actually the most optimal way to do it, but I didn't want to overcomplicate things. Thanks for the comment :]
for someone reason it only works once. like it makes a new part the first time i activate it but the second time it doesnt
first :)
Yessir! Thanks for the comment fam :]
pro hitboxes my ass. first of all, you weld a part and then destroy it not even a physics tick later, second of all players move around the map, they dont stand there, taking hits.
This helps a lot, the only problem is I repeatedly hits the enemy, how do I fix that?
How can I make hitboxFunction activate only one time instead of 7?
I'm trying to make the character take damage but he just dies instead, I'd like some help, please.
add a variable called "DamagedHumanoids" and make it an empty table.
Now before you damage the character, check if the humanoid is already in the table, if its not then you can proceed with the damage code.
after you're done damaging, add the humanoid to the damaged humanoids
now if you're keeping a global damaged humanoids table, i reccomend you clear it everytime an attack is finished.
you gone make me type this code out gang
Yooo ty man
WE LOVE YOU LUDIUS
is this an on srver event right?
Yup
@@iamLudius thak you so very very much bro idk why im not subbed to u yet
1:14 men am ded
hitbox is also touching my character?
PUT THE MUSIC LOURDER I CAN STILL HEAR YOU
make shop and trading system tutorial
thsi detects the local player to? and it detected ur accesory
Get this man out of my walls
7,69k subs
I use the script but it doesnt seem to detect the Humanoid and im not sure what to do
Nice video, your points are well said and have solid proofs, love them.
Unrelated but can you make a tutorial how to make uppercut and downslam? I am making a combat system but i feel incomplete without them and i happen to struggle making them work
Can this work on tools?
wait animation events exist??? help 😭😭
nah fam you stalking me
How did you notice? jajajaja
Thanks for the comment :]
4:01 ereh
it one shot it how i can repair it lol
Doesnt work for some reason
i said this somewhere but stop creating new instances everytime u do smth bro like doing a input if its a vfx okay, But dont do that in hitboxes
why not
Fourth
Thanks for the comment bro :]
Handling animations on the server really isn't the best way
iwh472
Thanks for the comment :]