#does anybody know what kind of hitbox system does games like Item Asylum use
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GetPartsinbounds -> set an empty array -> loop through all parts -> check which enemy they belong to -> check if that enemy is in the array -> damage enemy -> add that enemy to the array
To optimise it, you could make your rigs in a way that only 1 part has CanCollide and CanQuery on. Which would help quite a decent bit with performance but can cause a bit of clipping
(Then every part will be 1 enemy, and that enemy won’t show up again in the array that partsinbounds gets)
why not just do touched event? whats difference?
or check all players torsos so see the difference in positions
You want a freeze frame of everything getting hit. So why use a less consistent method