#whats the best way to register hitboxes
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isnt that what yiu are supposed to use yk .touched and stuff
.Touched is unreliable
:GetPartsInPart() or raycasts
but like then isnt there the risk of the raycast hitting a randm part first?
like what ifit hits the tree
if u hit a tree it hits a tree
Raycast params
@solar axle
wat
skill issue
What do you think?
that's not exactly true in the case of anything online
i dont do raycasts so idk
if the tree vanishes when it is hit, you hitting the tree won't hit the tree if another player hits it before you
deep
and by 'before' i specifically mean in the range of about 100~200ms, aka typical network latency
because if you trust the client then exploiters can hit anyone at any time anywhere on the map.
I do a magnitude check on the server with the size of the sent hitbox
But rn its send to client then cleint makes the partinbund or partsinparts hitbox i forget which one
Then server checks
So do you do server side hitbox only?
I kinda want my hitbox to feel responsive i guess
you should if you want your game to be safe from cheaters
but doing that is easier said than done
...or just do it all on the server and accept input lag like tsb does it and everyone else does it
it's not the best way
but it's the way you are capable of
Ouch