#Player Hitbox help
1 messages · Page 1 of 1 (latest)
depends, what is this for?
ig combat
for combat custom hbs
are probably better
and would make the combat
way easier
but you could use arm hitboxes too ofc
it depends on you
both are good options
Yea custom HBS
local replicatedStorage = game:GetService("ReplicatedStorage")
local players = game:GetService("Players")
local ss = game:GetService("ServerStorage")
--//Assets
local playerHb = ss.Assets.PlayerHitbox
game.Players.PlayerAdded:Connect(function(player : Player)
player.CharacterAppearanceLoaded:Connect(function(character : Model)
character:SetAttribute("Blocking", false)
character:SetAttribute("Attacking", false)
character:SetAttribute("ComboEnded", false)
local humanoid = character.Humanoid
local hrp = character.HumanoidRootPart
local clonedHb = playerHb:Clone()
clonedHb.CFrame = hrp.CFrame
local weld = Instance.new("WeldConstraint")
weld.Enabled = true
weld.Part0 = hrp
weld.Part1 = clonedHb
weld.Parent = clonedHb
clonedHb.Parent = character
end)
end)
** You are now Level 3! **
ive got this so far
creates and welds a hb around the player char
is it too small tho
it looks great
instead of giving
every player a hitbox
you could make it so when the player attacks
give them a hitbox infront of them
do you recommend both?
before i was thinking of checking if the part inside an attacking hb was part of a character, but is it better to check if the part is a player hb then deal damage?
do i just scrap the player hb
uhh
what im saying is
when a player is attacking
you can place a hitbox infront of them
and check if anything
touches the hitbox
if did, check if its a player
then yk the rest
yeah i get that
but you recommend that over each player having a hb?