#Best method for HitBoxes

1 messages · Page 1 of 1 (latest)

weak forge
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I have tried making hitboxes in various ways, using the client and server, and using raycasting, gettouchingparts, and getpartsinbox. Typically the activity when used against a single person is between 1-5%, however when I make the hitbox an aoe it can spike all the way to 15%. Is this normal? What is the average and max activity hitboxes should have? What are the most efficient way to make hitboxes?

wind rivet
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depends on the game

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idk how i would approach maybe something like

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client touches hitbox and fires an event to the server and server checks if client is actively touching the specified hitbox

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via gettouchingparts which would have include filter that includes only that specified hitbox

outer flame
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that would suck itd be sluggish and not secure

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just check if any character is inside the hitbox using getpartinbox

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server does everything

wind rivet
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that would be the most secure way of checking it

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u check it on client and know when it touches

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then u fire to server saying hey check if i touched it

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that IS secure

outer flame
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its just an unnecsary step to the client

wind rivet
outer flame
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when you can just do everything on the server after client fires event

wind rivet
outer flame
outer flame
wind rivet
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wtf are u on about

outer flame
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ok why are you gonna fire a second remote event

wind rivet
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Do you have any idea what you're talking about or anything that u read including the client makes it unsecure?

outer flame
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when you can just do it all server

wind rivet
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you detect touches on client

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u fire a remote saying hey i touched it

outer flame
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yeah and what about the remote where the attack even has to start genius

wind rivet
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SERVER CHECKS if you actually did it

outer flame
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or… just use partsinbox

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all server

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half the remotes

wind rivet
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your claim was that its insecure

outer flame
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smoother damage application

wind rivet
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how is that insecure

outer flame
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but its just a worse solution overcomplicated

wind rivet
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tell me how overcomplicating it makes it LESS SECURE

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it sure would make more actions required

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but in no way would it make it less secure

outer flame
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its an unnecessary overcomplicated step that makes the server wait for the client to even apply damage even if a player was in the hitbox

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everything important like damage application should be server authoritative

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not to mention the fact that laggy players might not take damage at all or that itll feel sluggish in general