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?
#Best method for HitBoxes
1 messages · Page 1 of 1 (latest)
depends on the game
idk how i would approach maybe something like
client touches hitbox and fires an event to the server and server checks if client is actively touching the specified hitbox
via gettouchingparts which would have include filter that includes only that specified hitbox
that would suck itd be sluggish and not secure
just check if any character is inside the hitbox using getpartinbox
server does everything
what are u on about not secure
that would be the most secure way of checking it
u check it on client and know when it touches
then u fire to server saying hey check if i touched it
that IS secure
its just an unnecsary step to the client
so is it secure or not?
when you can just do everything on the server after client fires event
how do u think that works
its less secure by default because its something done in the client
?
wtf are u on about
ok why are you gonna fire a second remote event
Do you have any idea what you're talking about or anything that u read including the client makes it unsecure?
when you can just do it all server
there is ONE remote
you detect touches on client
u fire a remote saying hey i touched it
yeah and what about the remote where the attack even has to start genius
SERVER CHECKS if you actually did it
so?
your claim was that its insecure
smoother damage application
how is that insecure
its less secure my bad
but its just a worse solution overcomplicated
???
tell me how overcomplicating it makes it LESS SECURE
it sure would make more actions required
but in no way would it make it less secure
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
everything important like damage application should be server authoritative
not to mention the fact that laggy players might not take damage at all or that itll feel sluggish in general
that wasnt your argument