#Vfx scripting help

1 messages · Page 1 of 1 (latest)

eternal ingot
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I got this random image online.

If I code the hitbox will i have to clone a disc shape part or is there some kind of touch event for particle emitters?

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cause what im concerned is there being a difference in the hitbox size and the particle growth. idk how to script it so the "disc" shaped hitbox having some kind of same area and position as the slash

daring crag
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Idg what u talking about bassicaly example if you clone an particle emitter with stats u need from server storage or whatever it will have its setting and the dirrection u can change

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It can be based on the part or just based on itself

eternal ingot
daring crag
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Yes

eternal ingot
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theres the vfx and the hitbox

daring crag
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Just make an vfx and the hitbox apart

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Thats hoe i do

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Like

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Spawn welded hitbox to your hrp or whatever and vfx in the hrp

eternal ingot
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yes thats the problem what if the hitbox is too little do yall just keep tuning and adjusting it?

daring crag
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Do you want your vfx be scaled relatively around the size of hitbox?

eternal ingot
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yes

daring crag
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There's a setting for making it smaller

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Just adjust it

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Make a copy in workspace of your vfx

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And afjust to make it

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If theres multiple then its pretty hard

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But possible

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Maybe theres a plugin for some of this

eternal ingot
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i was hoping for some would really make it easier

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crying i dont wanna be fine tuning every ability in a game

daring crag
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Ooh

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Like

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Theres size

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And just set it to small based on hitbox

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Or set the size of your particles same as the hitbox

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it may work with your particle

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If its multiple then nit

eternal ingot
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daring crag
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I use the basic ones idk what the hell is this dawg

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This is complicated but might be better

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I just make a vfx in the player(clone and place) and weld a instance.new part to the player

hushed drift
# eternal ingot yeah.. ill do that its gonna be a bit tedious also https://devforum.roblox.com/...

I’d recommend HitBoxClass. I’ve looked through both community posts and I’ve found that HitboxClass is more flexible with a variety of objects, like weapons, projectiles, and velocity tracing.

ShapecastHitbox on the other hand mentions how the system has limitations that it includes. ShapecastHitbox also has typechecking errors, in which HitboxClass does not.

So not only is ShapecastHitbox less flexible working with, but it’s also harder to use because of the type checking errors that it has. HitboxClass has a multitude of properties that makes it easier to use in a variety of classes, but it also has no type checking errors, so theoretically, it should be more easier to use.