#bullets being inconsistent
1 messages · Page 1 of 1 (latest)
** You are now Level 12! **
this is the runservice i used
heres a video
what
im using projectiles
and even then it wouldnt fix the issue
i have a perfectly fine hitbox system
just that it keeps triggering it
the problem is the trigger not the mechanism
you're proposing a mechanism
the bullets are projectiles
but i do understand what you mean
make a short raycast and whatever
(and that only works if the bullets are thin, i'd like to make a reliable solution for future projectiles)
touched was my 1st tirgger
but it was unreliable
so i switched to runservicve
and now its doing what its doing now
check video if u dont know what im tlaking about
tried both with and without
both unreliable
frankly i dont see what the problem is if i used get parts in part
what??
if the raycast hit the player at 1st
but then the player moves before the bullet hits them
then it would still count
thats kind of the point of using projectiles instead of hitscan..
use raycast bro
raycasttttt
bro fym raycast 😭
and if they dodge?
the guy moves closer
walks torwards the player
the thing doesnt check
cuz it only checks for the old distance
new distance is closer/farther
???
the bullet LANDS on the WALL
and when it LANDS on the WALL THATS when you want me to check?
how would that even work bro 😭
?
@modest sierra can u explain what is the issue here
yknow when the bullet lands?
it keeps making hitboxes
i want that to stop
this is stupid btw
can u show me the script
i have it at the main thing
if u want to see more tell me which part
resent for convinience
ignore the third one that one is changed to the 4th one
"i have perfectly fine hitbox system but theres something wrong with the hitbox system"
its the trigger not the hitbox system, i used it everywhere else and it works fine
what is this first script with .touched
did i catch that right? 
i changed it (to run service)
can u show the hbmod.Create() function
.Touched spams touched and touchended on moving hitboxes, but what i'd like to know is why is there no debounce and why is bullet:destroy() after the task.wait() and not before?
give me a sec while i compact things abit
u also should disconnect the runservice event once the bullet is destroyed
** You are now Level 5! **
debounce as in for damage? thats what the iframes were for
and im not quite sure what you mean by destroy after task.wait
thats the amount of time the bullet travels to its destination, i wouldnt want it to get deleted before it hits something
does the bullet hit one thing or many thing?
it disappears after hitting 1 player
but it mind as well be able to hit multiple things if it happens to hit 2 things at once
cuz of well hitboxes
i'll try this for now tho
maybe that why it hitting things more than once?
uhm
thats not exactly the problem
the problem is the hitboxes keep generating despite after the bullet gets deleted
maybe this
hbmod.Create every Stepped with no way to stop it will do that to ya 
the thing that threw me off was the fact that it still ran despite the if statement
if bullet then will hold bullet in memory and depends on the code leading to it
such are upvalues
maybe you have a local bullet in the wrong place 🤷
yeah
"yeah" 💀😭
are you high 😭