#How do i make a smooth hitbox trail using instances.new

1 messages · Page 1 of 1 (latest)

fallen gulch
#

I made a instance but i need to like make it where i can clone more hitboxes with a delay that spawns each 0.4 seconds and when it hits a humanoid it destory itself snd future instances parts

safe ether
#

Are you using client sided hitboxes?

fallen gulch
#

But in tryn make it where it can do a trIl

#

Trail

safe ether
#

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.

fallen gulch
#

Im trying to do a hitbox like item asyulm

safe ether
potent spindle
#

Look into runservice

marble rose
#

Won't making it on a client make other players not see it?

#

The client*

fallen gulch
marble rose
#

Does anyone have an answer then?

fallen gulch
#

Im tryna make it like item asyulm

#

Where the target takes dmg

marble rose
#

Yea ik

#

I saw the chat

fallen gulch
#

We will just wait for an answer

marble rose
#

Ok

potent spindle
#

Well it will?

#

And i recommend runservice and you can actually see it on the server too

safe ether
safe ether
#

Well maybe

marble rose
#

I don't think it does

young zephyrBOT
#

studio** You are now Level 1! **studio

marble rose
potent spindle
#

Uhh doesnt trails work work with runservice

marble rose
#

Yea but

#

It won't be seen on the server I think

marble rose
potent spindle
#

Na

safe ether
#

You can just make the hitbox on the client then send whatever parts you hit to the server

marble rose
#

Wym whatever parts I hit?

potent spindle
#

Itll still work fine on the server

safe ether
fallen gulch
#

How about the forsakenbhitbox

marble rose
safe ether
marble rose
safe ether
potent spindle
marble rose
safe ether
marble rose
safe ether
marble rose
#

Wym?

safe ether
marble rose
#

We just break the loop right?

safe ether
#

Cuh it’s not that hard

marble rose
#

🙁

marble rose
# safe ether 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

young zephyrBOT
#

studio** You are now Level 2! **studio

wraith elm
young zephyrBOT
#

studio** You are now Level 1! **studio

marble rose
#

OHHH SO THAT'S WHY.

marble rose
#

I'm a hobbyist sorry

wraith elm
#

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

marble rose
#

Thanks again!

safe ether
potent spindle
wraith elm
# potent spindle 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

fallen gulch
young zephyrBOT
#

studio** You are now Level 2! **studio

wraith elm
fallen gulch
#

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

wraith elm
#

is it a local script or a normal script?

fallen gulch
#

Its a local script doing a event then script

#

Ive seen games use a module for the hitbox tho

potent spindle
#

Arent you making an trail

potent spindle
#

ok then send your current script

fallen gulch
safe ether
fallen gulch
safe ether
#

If you want me to send a client hitbox validation script I could

fallen gulch
#

So i can test it out later

potent spindle
#

explain how u coded it

#

maybe

safe ether
#

It uses snap-shooting + ping compensation

fallen gulch
# potent spindle explain how u coded it

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

potent spindle
#

how are you scanning for uh the players?

fallen gulch
safe ether
fallen gulch
#

But how do i make where it clones more each milsec something like that

fallen gulch
safe ether
#

Like a fake object

potent spindle
#

and returns an array of the colliding parts

fallen gulch
#

Ill try to use these tips when i get on studios and give feedback

#

Is that find

#

Fine

potent spindle
#

It is

foggy knot
#

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

potent spindle
#

did you test it?

fallen gulch
young zephyrBOT
#

studio** You are now Level 3! **studio

fallen gulch
fallen gulch
foggy knot
#

But yeah it still has latency playing as a player

safe ether
fallen gulch
#

I feel like making the hitbox on modules

#

But modules is confusing as hell

foggy knot
#

No matter what

#

And it doesn't really matter if you use modules or not in this case Imo

fallen gulch
#

I just need to learn how to make a hitbox trail

potent spindle
#

with twenservice

fallen gulch
foggy knot
#

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

fallen gulch
foggy knot
#

But initially more functions

fallen gulch
#

What if i dont want to do the animation

#

And do a custom variable that creates hitboxes in that duration

foggy knot
potent spindle
foggy knot
#

Actually nvm Idk

fallen gulch
potent spindle
#

send the script when ur home

foggy knot
#

You could still hit a player more times in 1 attack

fallen gulch
stuck dove
#

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