#i'm making a combat-based game but i have a problem with hitboxes and hurtboxes.
1 messages · Page 1 of 1 (latest)
ive done some research but i dont think ive found a clear answer
and how do games like the strongest battle grounds do it
Server is safer but can lead to bad hitboxes due to ping whereas client is more accurate but very risky unless you have a good anticheat
I know at least one game (forsaken) does their hitboxes on the server
** You are now Level 7! **
dont
do it on the client
u can set up an anti cheat
which can counter most type of HBEs
u just check for the size as soon as the hitbox is spawned
and compare it to an original size
then connect :GetPropertyChangedSignal("Size") and also compare it to the original size
and add a distance check on the server (just check the distance between the victim and the attacker) and make this a fairly high value because of high ping players
this would require some weird math but you can use player:getnetworkping() to see how much ping they have and add like 1 just in case
Yes but a hacker could just use a lag switch software and get around their low ping to allow reach from higher distances
fair point
So just make it a fixed value like 20-35 studs where players above 500 Ms or 300 will get ghosted
It helped me too! Thank you!