🔔 Small correction here 🔔 Instead of checking for your own character's humanoid, you can just add the character's BaseParts to the ignore list through RaycastParams: github.com/Swordphin/raycastHitboxRbxl/wiki/Beginner-Examples#utilizing-an-ignore-list
Sick module!!! Question though, does this work on non-melee characters? Let's say for example I have a character that punches with its bare hands, would the hitboxes work?
My only complaint is with you having prewritten things in the tool script. This may not be the case for all beginners but when I started out, not being able to see everything that went into coding from start to finish was super intimidating and turned me off of certain youtubers. Besides that, awesome video. Thanks.
I understand that, and that's why I said the code was from my combo system video that I also linked in the description, so anyone can go and watch it first if they want
I wonder if this would improve DRtech's ping dependance if it is implemented correctly. (DRtech is a combat system that is very ping dependant and people can bypass, hit trough shield if they have high ping.) Though probably woundn't help since its a latency issue.
Roblox’s default operations far more performant and less performance heavy than running thousands of raycasts in short intervals. Not to mention Raycast’s security risk if ran on the client, which you should be running raycasts on the client and not the server or else your server will tank in performance.
You CAN run it on the client. There's no security risk unless you're dumb enough to not do security checks on the server like checking the distance. + It's actually pretty performant, you can look at the devforum post to see the benchmarks
First off, you should look into performance of the Raycast Hitbox: devforum.roblox.com/t/raycast-hitbox-401-for-all-your-melee-needs/374482/301 There are other benchmarks available as well, and you can even analyze how it performs in the MicroProfiler. And which security risks do you mean exactly? Ofc there are going to be 'security risks' with anything if you don't structure and validate your code correctly, if the hit is detected on the client, then it needs to be validated on the server, since if the server had to do everything not only it would be less performant for the server, it'd also create latency and the server would have to do proper validation anyway, so it's just adding unnecessary jobs for the server where the performance could be used somewhere else.
My problem with this is that does it act like the telemon's/classic roblox sword? Like does the hitbox activate and start a "hitHum" event whenever the weapon/hitbox touches an entity/humanoid dealing damage despite an there not being an attack input or does the line "newHitbox: HitStop()" prevent the hitbox from damaging anyone despite it touching said entity without any inputs to start the animation/attacking?
I made my own hitbox system after I studied how others did it and it's pretty simple It simply saves the previous position for each attachment and then raycasts from the new to previous position At least that's how I do it, some people raycast from the previous to new position im such a yapper
That's why I said that there needs to be proper validation done on the server to prevent exploiting, all the remote event does is send a signal which says "Player hit this humanoid", so the server would check the different stuff like the distance, detect if the time period of the hit wasn't on player's attack cooldown, etc.
Does this work with viewmodels? And if so, do I need to put the local script for the hitbox inside the viewmodel in order for it to work? In my game, all my weapons are module scripts that share the same name as the viewmodel so that scripts can easily find and link them and most actions involving the viewmodels are all ran on a local script located in starterplayerscripts. Currently in that script, it successfully creates a newhitbox, and the HitStart and HitStop functions work when the attack animation events are reached, however the hitbox visuals never show up on the viewmodels even when the visualizer is set to true as well as Show debug lines, and the OnHit function is never called when hitting objects.
dont really understand the point of it, the type of hitbox i use is precise while this is kind of random honestly (i understand that it will work for trash ass dungeon crawlers & simulators type shit) i myself make the hitbox precise on the blade only, with swords is the best thing to do, while talking of great axes i still need to try stuff but they should work the same so 💀i fr see no point in raycast (idk if it boost performance)
@@Wacky_ blud im the smallest dev on hearth, i simply shared my opinion, also i learned from others ofc im not special, but combat warriors is a bad example.
🔔 Small correction here 🔔
Instead of checking for your own character's humanoid, you can just add the character's BaseParts to the ignore list through RaycastParams: github.com/Swordphin/raycastHitboxRbxl/wiki/Beginner-Examples#utilizing-an-ignore-list
The module looks AWESOME, definitely gonna use it, thanks for making a video on this :))))
No prob! And it sure is awesome, personally it's my favorite hitbox system next to OverlapParams.
more useful Modules like Signals/GoodSignal,Promise,maid pls etc
Janitor > Maid
dude thank u so much, ive been trying to make a vr game with these kind of hitboxes but they never worked
Yw!
Thanks for more about it. I'll def upgrade my melee system!
W vid, this Module is really gonna help with my Dungeon Crawler ty for the tut
Hello . i know i am commenting late but wouldn't it be better to just exclude your own humanoid in the raycast parameters than do this? @ 9:05
Thanks for pointing that out, I completely forgot about the RaycastParams!
awesome, looking forward to you making the tutorial when they release the new shapecasting and plugin
thank you bro i did not understand this module at all
Np, glad I could help!
"local function SetNewKFC" goes hard
mann i wish i found this sooner i already made my own raycast hitbox thing bruh
It be like that sometimes
yo thanks dude this actually helps alot for me
You're welcome
Is this a good replacement for touch events performance wise (for example touch event detecting so many parts which causes a lag spike)
Yes, you can read more about Raycast Hitbox's performance from the devforum post
you should put all your melee code into a module
I mean, it's just done for a tutorial
bros bouta get some fried chicken with that last function
Can you have more than one hitbox to a weapon to match more complex shapes?
Sick module!!! Question though, does this work on non-melee characters? Let's say for example I have a character that punches with its bare hands, would the hitboxes work?
Yes, It'd work with any BasePart
@@Paul1Rb Thank you! This is going to be so useful for my game! ❤
My only complaint is with you having prewritten things in the tool script. This may not be the case for all beginners but when I started out, not being able to see everything that went into coding from start to finish was super intimidating and turned me off of certain youtubers. Besides that, awesome video. Thanks.
I understand that, and that's why I said the code was from my combo system video that I also linked in the description, so anyone can go and watch it first if they want
the best module
real nogo scripter
upload part 2
I wonder if this would improve DRtech's ping dependance if it is implemented correctly. (DRtech is a combat system that is very ping dependant and people can bypass, hit trough shield if they have high ping.) Though probably woundn't help since its a latency issue.
I would love to see a more in depth video on how this module works
I know where you live, I know you’re in hidden devs discord
why just not use a get partsinboundingbox on heartbeat? This module feels redundant
how did you get your mouse to show where on a part your mouse was. like when you hover over a part it shows a graph?
It's a beta feature called QoL dragger improvement
team swordphin is so dedicated in everything like these that is not making their game popular
this is what utg uses raycast
Roblox’s default operations far more performant and less performance heavy than running thousands of raycasts in short intervals. Not to mention Raycast’s security risk if ran on the client, which you should be running raycasts on the client and not the server or else your server will tank in performance.
Ok but this is for melee... you want to use it on server not client, otherwise people will cheat it
You CAN run it on the client. There's no security risk unless you're dumb enough to not do security checks on the server like checking the distance. + It's actually pretty performant, you can look at the devforum post to see the benchmarks
First off, you should look into performance of the Raycast Hitbox: devforum.roblox.com/t/raycast-hitbox-401-for-all-your-melee-needs/374482/301
There are other benchmarks available as well, and you can even analyze how it performs in the MicroProfiler.
And which security risks do you mean exactly? Ofc there are going to be 'security risks' with anything if you don't structure and validate your code correctly, if the hit is detected on the client, then it needs to be validated on the server, since if the server had to do everything not only it would be less performant for the server, it'd also create latency and the server would have to do proper validation anyway, so it's just adding unnecessary jobs for the server where the performance could be used somewhere else.
sigma module
True
True!
True!
True
True
I'm sure the thumbnail had a green hit box on the right side of the axe, no?
My problem with this is that does it act like the telemon's/classic roblox sword? Like does the hitbox activate and start a "hitHum" event whenever the weapon/hitbox touches an entity/humanoid dealing damage despite an there not being an attack input or does the line "newHitbox: HitStop()" prevent the hitbox from damaging anyone despite it touching said entity without any inputs to start the animation/attacking?
Yes, the HitStop prevents the hitbox from registering a hit.
@@Paul1Rb Ah, I see. Thank you so much !
Really good
Thanks
kaiju paradise ahh hitboxes
but what about just a normal part?
I made my own hitbox system after I studied how others did it and it's pretty simple
It simply saves the previous position for each attachment and then raycasts from the new to previous position
At least that's how I do it, some people raycast from the previous to new position
im such a yapper
i made a similar system for my old never finished project
@@dxlorean2938 who the hell finishes their projects smh
@@ko.ri1 tragically real
@@dxlorean2938 relatable
hey do you do requests for these kinds of videos?
People can suggest tutorial topics, but I usually don't do very specific one's that seem like "hey developer can you script a part of my game for me?"
@@Paul1Rb okay, well would it be possible to make a simple AI that follows the player's position and attacks when it gets near?
@@ElayesKendrick-Gerhartthat’s basic magnitude and MoveTo()
wait why
firing remote event to damage npc? there are chances of hackers can fire their remote and makes a kill aura
That's why I said that there needs to be proper validation done on the server to prevent exploiting, all the remote event does is send a signal which says "Player hit this humanoid", so the server would check the different stuff like the distance, detect if the time period of the hit wasn't on player's attack cooldown, etc.
why didnt you use animation events
Because I wanned to make it simple
for some reason it doesn't work sometimes
yep
How did you make the dummy shake like that on hit?
It plays a hit animation whenever it's health changes.
clientcast if it was actually decent
uses a hitbox part and attachments... sounds extra
On my way to disable every raycasthitbox 🙏🙏🙏
early?
That's so cool
This didn't use Shapecasts, did it? 😑
No, the developer is working on a new module which will use Shapecasting.
are you polish?
yes, sadly
@@Paul1Rb i could hear it lolll, why sadly?
2 Days, lol!
then why'd you use a part for a hitbox on te thumbnail??
Satire*
erm so it'd look nice
Dude i did NOT understand what you said right at the start..
I recommend enabling captions, they're auto generated and don't always get things right, but it's enough to understand
Does this work with viewmodels? And if so, do I need to put the local script for the hitbox inside the viewmodel in order for it to work? In my game, all my weapons are module scripts that share the same name as the viewmodel so that scripts can easily find and link them and most actions involving the viewmodels are all ran on a local script located in starterplayerscripts. Currently in that script, it successfully creates a newhitbox, and the HitStart and HitStop functions work when the attack animation events are reached, however the hitbox visuals never show up on the viewmodels even when the visualizer is set to true as well as Show debug lines, and the OnHit function is never called when hitting objects.
Nikilis needs to get on this sh 🙏
Nik needs to rewrite the whole mm2 🙏
666 likes nuh uh
Hell yeah
v3 is better
dont really understand the point of it, the type of hitbox i use is precise while this is kind of random honestly (i understand that it will work for trash ass dungeon crawlers & simulators type shit) i myself make the hitbox precise on the blade only, with swords is the best thing to do, while talking of great axes i still need to try stuff but they should work the same so 💀i fr see no point in raycast (idk if it boost performance)
combat warriors uses this module. you're not special
@@Wacky_ blud im the smallest dev on hearth, i simply shared my opinion, also i learned from others ofc im not special, but combat warriors is a bad example.