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Roblox RaycastHitbox Is Extremely Useful... — Transcript

by Paul1Rb · 2,352 words · 316 segments · language en · Watch on YouTube

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  1. 0:00so the Reas hitbox module allows you to
  2. 0:01easily add hit boxes to basically any 3D
  3. 0:04object and the module itself is pretty
  4. 0:06accurate and performant but as usual
  5. 0:08leave a like And subscribe to support
  6. 0:09the channel and let's get into the video
  7. 0:11so to get the module you firstc you need
  8. 0:12to go to the RAS hitbox that for post
  9. 0:15it's going to be linked in the
  10. 0:16description but you basically scroll
  11. 0:18down to the introduction and get it from
  12. 0:20the Creator Hub right here and I already
  13. 0:22have the script in my inventory but
  14. 0:24normally there would be a button right
  15. 0:25here that would say get model or you can
  16. 0:27get it from this example place right
  17. 0:29here and now the rest of this that for
  18. 0:31POS also gives you some examples as well
  19. 0:34as tell you how to use it it also gives
  20. 0:36you the pros and cons as well as the
  21. 0:38donation link and a GitHub page right
  22. 0:40here and really quickly for some big
  23. 0:42news the creator of Raa seatbox recently
  24. 0:45announce that they're going to create a
  25. 0:47new version which is going to also use
  26. 0:49shape casting now if I go to this notice
  27. 0:52they say that this module right now is
  28. 0:54considered stable and there isn't a need
  29. 0:56to update it anymore but if I scroll
  30. 0:58down right now there is a preview of the
  31. 1:00shape cast heatbox which is going to be
  32. 1:02the new release as well as a new
  33. 1:05plug-in and I'm guessing that this is
  34. 1:07just visualizing how you are going to be
  35. 1:09able to use the plugin to edit the heat
  36. 1:11boxes and it's going to be a huge
  37. 1:12quality of life because while everyone
  38. 1:14that uses this module already knows that
  39. 1:17we have to put attachments into the
  40. 1:19weapon to actually get it working but
  41. 1:21with the new release you will be able to
  42. 1:23use basically one shape instead and now
  43. 1:25really quickly for an introduction I'm
  44. 1:27basically going to use a combo system
  45. 1:29system from my previous videos to just
  46. 1:32visualize the attacks and the heat boxes
  47. 1:35better and this is a target D me that we
  48. 1:37are going to work with also not everyone
  49. 1:39might know this but I make ly items you
  50. 1:41can go check them out the link is going
  51. 1:42to be in the description but back to the
  52. 1:44video but to actually use the rast
  53. 1:46heatbox module in studio here say we
  54. 1:48need to insert it so from the toolbox I
  55. 1:50need to go into my
  56. 1:51models and then search for rast heatbox
  57. 1:54and it's going to be right here so you
  58. 1:56just need to left click on it to insert
  59. 1:58it into workspace and from there we can
  60. 2:00put it into a container like the
  61. 2:02replicated storage and now the script
  62. 2:05for this blex like I said this is a
  63. 2:08script from my combo system except I
  64. 2:10just changed few variables but what this
  65. 2:13basically does is that it loads the
  66. 2:15animations on the character and then
  67. 2:17whenever it gets activated it just adds
  68. 2:19the attack streak and then just plays
  69. 2:21the animation and then this unactive
  70. 2:23function is connected to the tool
  71. 2:24activated event and this is also going
  72. 2:27to be the script where we are going to
  73. 2:29make the heatbox at setion But first you
  74. 2:31need to set up the actual heatbox so I'm
  75. 2:32going to remove it from the battle ax
  76. 2:35and then just make a new one and well as
  77. 2:38the name suggests the Heat box is an
  78. 2:40actual box so we can just add a part and
  79. 2:42this is going to be our Heat box for the
  80. 2:44axe so I'm just going to make it a
  81. 2:46little bit transparent as well as change
  82. 2:48its color and now the name of the part
  83. 2:51can be basically anything but I'm going
  84. 2:52to name it
  85. 2:54heatbox and then I'm just going to set
  86. 2:56its size to match the axis blade
  87. 3:09and one thing I forgot about is to
  88. 3:10disable the Collision on the heatbox but
  89. 3:13I'm going to make it a little bit bigger
  90. 3:15because sometimes if the heatbox is too
  91. 3:17small is not going to be too good for
  92. 3:18gameplay purposes then I'm going to move
  93. 3:21this heatbox into the battlea and then
  94. 3:24weld it to the Handle by adding a weld
  95. 3:27constraint and selecting parts Z to be
  96. 3:30the handle and then part one to be the
  97. 3:32Heat box but now that we have our Heat
  98. 3:35box we need to add damage points to it
  99. 3:37and a damage point is simply just an
  100. 3:41attachment and you can see that we have
  101. 3:43an attachment right here and now the
  102. 3:44name of this attachment should be called
  103. 3:46damage
  104. 3:50Point like this because this is telling
  105. 3:52the framework that this is an actual
  106. 3:54damage point and not a normal attachment
  107. 3:56and these damage points should also be
  108. 3:58spread out around the Heat box so one of
  109. 4:00them could be for example right
  110. 4:03here then another one in the
  111. 4:09center let's also make two of them for
  112. 4:12the
  113. 4:14blades and two more down here and now
  114. 4:18the orientation of the attachments
  115. 4:19doesn't really matter what matters is
  116. 4:22like I said the name and the fact that
  117. 4:24they need to be parented under the
  118. 4:25heatbox and that's everything for the
  119. 4:27setup of the Heat box but now let's get
  120. 4:29to scripting so to set up the heatbox in
  121. 4:32scripting we need to make a reference to
  122. 4:34the heatbox module so I'm going to get
  123. 4:36the replicated
  124. 4:38storage and then require the rast hitbox
  125. 4:45before and now we need to construct the
  126. 4:47heatbox for our heatbox part so I'm just
  127. 4:50going to do that right above the setup
  128. 4:54function so the heatbox part is just
  129. 4:56going to be the tool W for child and a
  130. 4:58heatbox and the new
  131. 5:00heatbox is going to be the RAS Heat box
  132. 5:04and then a new Constructor now this is
  133. 5:07going to require an object where this
  134. 5:10object is going to be the object that
  135. 5:11holds the attachments so you just pass
  136. 5:14it the heatbox part and now if I just
  137. 5:16print out the
  138. 5:18heatbox and then just do a play test you
  139. 5:20can see that PC the Reas heatbox said
  140. 5:23that six attachments were found in the
  141. 5:26object hitbox and that object is the
  142. 5:28hitbox of tool in this battle lox and
  143. 5:32then this table this is basically all
  144. 5:34the functions utility and methods of the
  145. 5:36modu and you can see that the heatbox
  146. 5:38rast points is a table that's going to
  147. 5:41hold all of our attachments and you have
  148. 5:43this different stuff like the cast mode
  149. 5:45the attachment instance as well as the
  150. 5:48last position so this line right here
  151. 5:50has basically created our heatbox and
  152. 5:53now let's actually get to use it so on
  153. 5:55our new heatbox object we can call
  154. 5:57different methods and one of the methods
  155. 5:59to to start the Heat box is called heat
  156. 6:02start so we can put it in our on active
  157. 6:04function that's the function that's
  158. 6:06connected to the tool activated event
  159. 6:08and we can start the Heat box after
  160. 6:10starting to play our animation so I can
  161. 6:12just do new heatbox and then just hit
  162. 6:15start and now if I do a play test and
  163. 6:18then just pull out the battle ax you can
  164. 6:20see that nothing is really happening now
  165. 6:22but if I activate the tool you will see
  166. 6:24that the heatbox has actually started
  167. 6:26working and now it's still going to work
  168. 6:28and that's because because we need to
  169. 6:30call a hit stop in a certain point and
  170. 6:32also really quickly because I forgot to
  171. 6:34mention this if you don't see these red
  172. 6:36lines or you want to disable them you
  173. 6:38just go to the Reas hitbox script then
  174. 6:41scroll down and change the property of
  175. 6:43show debug gray lines tool
  176. 6:49false and that's just going to make them
  177. 6:52disappear and the hit stop method it
  178. 6:55would be best if it was C in like a
  179. 6:57animation key frame event rather than a
  180. 6:59function right here but I'm going to
  181. 7:01show what I mean later in the video from
  182. 7:03one of my project that I made some time
  183. 7:04ago but since the cool down of the ax is
  184. 7:07basically 0.8 seconds right now I can
  185. 7:10just do AAS
  186. 7:13wait and then the current cool down and
  187. 7:16then after that what I can do is just
  188. 7:18call new Heat box and then heat
  189. 7:21stop so if I do a plat us right now you
  190. 7:24can see that the Heat box is going to
  191. 7:26start and then it's going to stop and
  192. 7:29nothing is really going to happen right
  193. 7:30now when we hit the dummy for example
  194. 7:32and that's because we need to use a
  195. 7:34different event and that event is also a
  196. 7:36part of the heatbox object and this is
  197. 7:38what is going to handle the heat
  198. 7:40detection so you just do new Heat box
  199. 7:43followed by Dot and then on
  200. 7:45heat and then just
  201. 7:48connect and in this connect we add a
  202. 7:51function and this script isn't really
  203. 7:53going to tell this so I need to go to
  204. 7:55the documentation where the on hit event
  205. 7:58the parameters gives is going to be the
  206. 8:01heat part and the hit humanoid as well
  207. 8:03as the result and the group name but we
  208. 8:05mostly care about these two right here
  209. 8:07so I'm just going to write hit part and
  210. 8:10then hit humal and then I'm just going
  211. 8:13to print them out and now if I go to the
  212. 8:15dummy and hit
  213. 8:17it it's going to return the cylinder
  214. 8:20002 and this humanoid this cylinder is
  215. 8:24going to be the head of the dummy so
  216. 8:26that's what the battle ax actually hit
  217. 8:28and then this is going to be the
  218. 8:29humanoid of the character so again if I
  219. 8:32hit it from a different angle now it
  220. 8:35return the cube which is the body of the
  221. 8:38dumi as well as its own ax smashh and my
  222. 8:41own humanoid so we also need to check if
  223. 8:44we didn't hit our own
  224. 8:54humanoid and I F to check if our
  225. 8:57character actually has the humanoid and
  226. 8:59then I compare if my humanoid is the
  227. 9:02same as the heat humanoid then again I
  228. 9:04just want to do then return and then end
  229. 9:08and else I'm just going to print out the
  230. 9:09humanoid
  231. 9:11again that we actually hit with the
  232. 9:13heatbox and I just commented few lines
  233. 9:15so they wouldn't spam the output but you
  234. 9:17can basically see that we are hitting
  235. 9:18the humanoid of the
  236. 9:21dummy but that's basically the basics of
  237. 9:23the Rea hitbox but really quickly I'm
  238. 9:25just going to do a setup for a server
  239. 9:27validation and one of the I'm going to
  240. 9:29need is the remote
  241. 9:32event and I'm going to call it on heat
  242. 9:34event because the heat box is done
  243. 9:39locally and just reference it from the
  244. 9:41replicated storage then right here I
  245. 9:43just want to fire the
  246. 9:45event with the heat
  247. 9:48humanoid then I'm just going to add a
  248. 9:50server
  249. 9:51script and again make a reference to the
  250. 9:53event and then I'm just going to connect
  251. 9:56a function on the server where we get
  252. 9:58the player that fire the event and then
  253. 10:00the hit humanoid that was passed right
  254. 10:02here now if you don't get this argument
  255. 10:04we just want to do if not hit humanoid
  256. 10:06then return return end otherwise if
  257. 10:08there is a humanoid then I just want to
  258. 10:10do a print on this
  259. 10:14server with the heat humanoid and now if
  260. 10:17I hit the dummy it's going to print out
  261. 10:19the Heat and then an error or I'm
  262. 10:21guessing the animator but let's just
  263. 10:23ignore this for now and since the
  264. 10:25heatbox detection is better done on the
  265. 10:27client there needs to be some validation
  266. 10:29on the server like checking the distance
  267. 10:31between the player or the player's
  268. 10:33character that fired the event to the
  269. 10:36character that had the heat humanoid and
  270. 10:38a bunch of different stuff like check
  271. 10:39latest heat and basically so on I'm not
  272. 10:42really going to do that I just wanted to
  273. 10:43mention this because I know that some
  274. 10:45people are going to scream at me for
  275. 10:47making a local heatbox detection
  276. 10:49apparently I had that done previously
  277. 10:51but anyways now if you want to damage
  278. 10:53the player after the heat was basically
  279. 10:54validated we can just do hit humanoid
  280. 10:58and then the take damage
  281. 10:59method and let just make it lose like 10
  282. 11:02health for example so now this dummy is
  283. 11:05actually going to be taking
  284. 11:08damage and you can see that from the
  285. 11:10animation playing and that's because the
  286. 11:12dummy also has a script in it that
  287. 11:14basically just plays the heat animation
  288. 11:16whenever the health changes and then
  289. 11:18just heals it back up so I can just keep
  290. 11:20hitting it and it's going to play the
  291. 11:23animation so to talk about the example
  292. 11:25that I wanted to mention and how I have
  293. 11:27a framework setup in this project is
  294. 11:29that I have these different weapons and
  295. 11:32all of them have these attack animations
  296. 11:34right here and these animations they
  297. 11:36basically just have a start key frame
  298. 11:38and a End Key frame and if I go to the
  299. 11:41weapon manager script there is this
  300. 11:43function right here called set new key
  301. 11:45frame connection but there is a for Loop
  302. 11:47that basically just Loops through the
  303. 11:48attack animations and then adds the key
  304. 11:50frame reach event to the key frame
  305. 11:52dictionary then the key frame that
  306. 11:54reached it checks if the name of the key
  307. 11:55frame was start or stop and then
  308. 11:57depending on that either starts or stops
  309. 11:59the Heat box detection and now that I'm
  310. 12:01looking at this this should have been
  311. 12:02done a little bit differently but the
  312. 12:04premise of starting the Heat and then
  313. 12:06stopping it is basically the same but
  314. 12:08yeah that is basically going to be it
  315. 12:09for today so thank you for watching hope
  316. 12:11everyone had a nice day and see you guys

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