#How do i make a smooth hitbox trail using instances.new
1 messages · Page 1 of 1 (latest)
Are you using client sided hitboxes?
Im making it where i use a cilent to press mouse that does a remote event then makes the hitbox
But in tryn make it where it can do a trIl
Trail
The latency you’re experiencing is from the remote event. I recommend making the hitbox on the client.
However, it can be exploitable, but because you are a beginner I won’t bore you with how to do server checking.
Like
Im trying to do a hitbox like item asyulm
If you want it to be fast make the hitbox on the client
Alright
Look into runservice
Thats what i thought
Does anyone have an answer then?
We will just wait for an answer
Ok
Well it will?
And i recommend runservice and you can actually see it on the server too
It’s not needed
It doesn’t work like that

Well maybe
I don't think it does
** You are now Level 1! **
So they WILL see it and get affected?
Uhh doesnt trails work work with runservice
Right?? 😭😭
Na
The issue I think he’s having is hitbox latency
You can just make the hitbox on the client then send whatever parts you hit to the server
Wym whatever parts I hit?
Itll still work fine on the server
It would, but latency would be a nightmare
How about the forsakenbhitbox
Yea
Huh?
The hitbox in the game forsaken. It's so clean for some reason
Cus it’s on the client
U still have to use a remote event right
Yes
But u said there was latency?
But the hitbox logic is on the client
Use it for what?
Send whatever parts the hitbox hit to the server
Wym?

We just break the loop right?
Cuh it’s not that hard
🙁
The hitbox hit the limbs right?? I don't understand what u mean. Like, we give dmg and knock back or whatever on the client right? What do we use the server for?
ok I'll shut up
** You are now Level 2! **
you cant give damage on the client..
** You are now Level 1! **
OHHH SO THAT'S WHY.
why did you think that health was clientsided-
actually dm me if u have more questions id be happy to help, just dont flood this thread
Thanks again!
The only reason you create the hitbox on the client is to reduce latency
Cant you?
the default humanoid health is handled on the server, and any custom health system that is not handled on the server would be utter dogwater
But like im trying to make it where i clone the hitbox more times
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whats your current script setup? also i was referring to the other guy in that message
Its just a instance and the settings to customize it
Just the basic
And a thing thats make it where if it collides with player they take dmg
But when i use shiftlock and rotate the camera when cloning hitbox and hit humanoid
It dont take the dmg
So thats why I make a hitbox system where it clones the hitbox more
So it can actually hit player
is it a local script or a normal script?
Its a local script doing a event then script
Ive seen games use a module for the hitbox tho
Arent you making an trail
ok then send your current script
The local or server script
Both
Im not home but i can explain how i coded it
Client creates the hitbox -> Server receives the hitbox data, checks if the hitbox can be possible, then dose whatever it needs to do. In between that system it would create a fake hitbox (the red boxes) to visualize what the client saw.
If you want me to send a client hitbox validation script I could
Please
So i can test it out later
The hitbox server validation script is kinda complicated
It uses snap-shooting + ping compensation
So what i did for the local script i did getmouse then i use that to make a mouse left button down to fireserver and print a m1 then the server would get the event and create the hitbox usjng a instance and scans for any players by but the problem i had was it had to be very close to player to take dmg. So im trying to make it where the hitbox is created it scans untill the hitbox destory and when the hitbox hits player it destorys future hitboxes and takes dmg to target
Sorry for ass grammar
how are you scanning for uh the players?
I think it was like a filter
-
You don’t need to use an object, you can just use workspace:GetPartsInBounds()
-
The hitbox is created on the server, not the client.
-
GetMouse is technically outdated, use UserInputService
But how do i make where it clones more each milsec something like that
What does the getpsrtsinbound mean
Instead of using an object you can use use a position and size
Like a fake object
It creates an cube which checks for collisions inside its radius
and returns an array of the colliding parts
Ill try to use these tips when i get on studios and give feedback
Is that find
Fine
It is
Why would you want that?
Personally I make a hitbox on the server and weld it to the player so it has no latency when moving. Though I might make it a local script sometime for better responsiveness
It would still have latency 
did you test it?
Im tryna make it like this
** You are now Level 3! **
whats item asylum i dont know that gam
link ↓ includes instructions and default weapons!
https://create.roblox.com/store/asset/125056546066083/ayaTouhous-basic-melee-system
#roblox #robloxdev
No because im not home
It does but it doesn't have latency because of moving players server side
But yeah it still has latency playing as a player
I mean between the remote event firing and the server receiving it
It'd still have some latency
No matter what
And it doesn't really matter if you use modules or not in this case Imo
I dont even care about abojt the latency
I just need to learn how to make a hitbox trail
with twenservice
What about cframe
You could make it so when the animation starts it makes a hitbox every 0.3 seconds or whatever and loop it until animationTrack ended
I CAN do that but how do i get it to cancel the other hitboxes that are gonna create when hitting the target
Hmm actually it might be smart using modules in this case
But initially more functions
Also
What if i dont want to do the animation
And do a custom variable that creates hitboxes in that duration
You'd still have the same problem
then you use runservices events
Actually nvm Idk
How
send the script when ur home
Im getting confused on this part
all you need is send the hit info that was calculated on the client to server
so server verifies the action happend in roughly that area
and if it was valid execute the action
there are also systems where the client executes and displays the action immediately but those are harder to code
as you may need to rollback changes when discrepencies happen