Roblox RaycastHitbox Is Extremely Useful... — Transcript
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- 0:00so the Reas hitbox module allows you to
- 0:01easily add hit boxes to basically any 3D
- 0:04object and the module itself is pretty
- 0:06accurate and performant but as usual
- 0:08leave a like And subscribe to support
- 0:09the channel and let's get into the video
- 0:11so to get the module you firstc you need
- 0:12to go to the RAS hitbox that for post
- 0:15it's going to be linked in the
- 0:16description but you basically scroll
- 0:18down to the introduction and get it from
- 0:20the Creator Hub right here and I already
- 0:22have the script in my inventory but
- 0:24normally there would be a button right
- 0:25here that would say get model or you can
- 0:27get it from this example place right
- 0:29here and now the rest of this that for
- 0:31POS also gives you some examples as well
- 0:34as tell you how to use it it also gives
- 0:36you the pros and cons as well as the
- 0:38donation link and a GitHub page right
- 0:40here and really quickly for some big
- 0:42news the creator of Raa seatbox recently
- 0:45announce that they're going to create a
- 0:47new version which is going to also use
- 0:49shape casting now if I go to this notice
- 0:52they say that this module right now is
- 0:54considered stable and there isn't a need
- 0:56to update it anymore but if I scroll
- 0:58down right now there is a preview of the
- 1:00shape cast heatbox which is going to be
- 1:02the new release as well as a new
- 1:05plug-in and I'm guessing that this is
- 1:07just visualizing how you are going to be
- 1:09able to use the plugin to edit the heat
- 1:11boxes and it's going to be a huge
- 1:12quality of life because while everyone
- 1:14that uses this module already knows that
- 1:17we have to put attachments into the
- 1:19weapon to actually get it working but
- 1:21with the new release you will be able to
- 1:23use basically one shape instead and now
- 1:25really quickly for an introduction I'm
- 1:27basically going to use a combo system
- 1:29system from my previous videos to just
- 1:32visualize the attacks and the heat boxes
- 1:35better and this is a target D me that we
- 1:37are going to work with also not everyone
- 1:39might know this but I make ly items you
- 1:41can go check them out the link is going
- 1:42to be in the description but back to the
- 1:44video but to actually use the rast
- 1:46heatbox module in studio here say we
- 1:48need to insert it so from the toolbox I
- 1:50need to go into my
- 1:51models and then search for rast heatbox
- 1:54and it's going to be right here so you
- 1:56just need to left click on it to insert
- 1:58it into workspace and from there we can
- 2:00put it into a container like the
- 2:02replicated storage and now the script
- 2:05for this blex like I said this is a
- 2:08script from my combo system except I
- 2:10just changed few variables but what this
- 2:13basically does is that it loads the
- 2:15animations on the character and then
- 2:17whenever it gets activated it just adds
- 2:19the attack streak and then just plays
- 2:21the animation and then this unactive
- 2:23function is connected to the tool
- 2:24activated event and this is also going
- 2:27to be the script where we are going to
- 2:29make the heatbox at setion But first you
- 2:31need to set up the actual heatbox so I'm
- 2:32going to remove it from the battle ax
- 2:35and then just make a new one and well as
- 2:38the name suggests the Heat box is an
- 2:40actual box so we can just add a part and
- 2:42this is going to be our Heat box for the
- 2:44axe so I'm just going to make it a
- 2:46little bit transparent as well as change
- 2:48its color and now the name of the part
- 2:51can be basically anything but I'm going
- 2:52to name it
- 2:54heatbox and then I'm just going to set
- 2:56its size to match the axis blade
- 3:09and one thing I forgot about is to
- 3:10disable the Collision on the heatbox but
- 3:13I'm going to make it a little bit bigger
- 3:15because sometimes if the heatbox is too
- 3:17small is not going to be too good for
- 3:18gameplay purposes then I'm going to move
- 3:21this heatbox into the battlea and then
- 3:24weld it to the Handle by adding a weld
- 3:27constraint and selecting parts Z to be
- 3:30the handle and then part one to be the
- 3:32Heat box but now that we have our Heat
- 3:35box we need to add damage points to it
- 3:37and a damage point is simply just an
- 3:41attachment and you can see that we have
- 3:43an attachment right here and now the
- 3:44name of this attachment should be called
- 3:46damage
- 3:50Point like this because this is telling
- 3:52the framework that this is an actual
- 3:54damage point and not a normal attachment
- 3:56and these damage points should also be
- 3:58spread out around the Heat box so one of
- 4:00them could be for example right
- 4:03here then another one in the
- 4:09center let's also make two of them for
- 4:12the
- 4:14blades and two more down here and now
- 4:18the orientation of the attachments
- 4:19doesn't really matter what matters is
- 4:22like I said the name and the fact that
- 4:24they need to be parented under the
- 4:25heatbox and that's everything for the
- 4:27setup of the Heat box but now let's get
- 4:29to scripting so to set up the heatbox in
- 4:32scripting we need to make a reference to
- 4:34the heatbox module so I'm going to get
- 4:36the replicated
- 4:38storage and then require the rast hitbox
- 4:45before and now we need to construct the
- 4:47heatbox for our heatbox part so I'm just
- 4:50going to do that right above the setup
- 4:54function so the heatbox part is just
- 4:56going to be the tool W for child and a
- 4:58heatbox and the new
- 5:00heatbox is going to be the RAS Heat box
- 5:04and then a new Constructor now this is
- 5:07going to require an object where this
- 5:10object is going to be the object that
- 5:11holds the attachments so you just pass
- 5:14it the heatbox part and now if I just
- 5:16print out the
- 5:18heatbox and then just do a play test you
- 5:20can see that PC the Reas heatbox said
- 5:23that six attachments were found in the
- 5:26object hitbox and that object is the
- 5:28hitbox of tool in this battle lox and
- 5:32then this table this is basically all
- 5:34the functions utility and methods of the
- 5:36modu and you can see that the heatbox
- 5:38rast points is a table that's going to
- 5:41hold all of our attachments and you have
- 5:43this different stuff like the cast mode
- 5:45the attachment instance as well as the
- 5:48last position so this line right here
- 5:50has basically created our heatbox and
- 5:53now let's actually get to use it so on
- 5:55our new heatbox object we can call
- 5:57different methods and one of the methods
- 5:59to to start the Heat box is called heat
- 6:02start so we can put it in our on active
- 6:04function that's the function that's
- 6:06connected to the tool activated event
- 6:08and we can start the Heat box after
- 6:10starting to play our animation so I can
- 6:12just do new heatbox and then just hit
- 6:15start and now if I do a play test and
- 6:18then just pull out the battle ax you can
- 6:20see that nothing is really happening now
- 6:22but if I activate the tool you will see
- 6:24that the heatbox has actually started
- 6:26working and now it's still going to work
- 6:28and that's because because we need to
- 6:30call a hit stop in a certain point and
- 6:32also really quickly because I forgot to
- 6:34mention this if you don't see these red
- 6:36lines or you want to disable them you
- 6:38just go to the Reas hitbox script then
- 6:41scroll down and change the property of
- 6:43show debug gray lines tool
- 6:49false and that's just going to make them
- 6:52disappear and the hit stop method it
- 6:55would be best if it was C in like a
- 6:57animation key frame event rather than a
- 6:59function right here but I'm going to
- 7:01show what I mean later in the video from
- 7:03one of my project that I made some time
- 7:04ago but since the cool down of the ax is
- 7:07basically 0.8 seconds right now I can
- 7:10just do AAS
- 7:13wait and then the current cool down and
- 7:16then after that what I can do is just
- 7:18call new Heat box and then heat
- 7:21stop so if I do a plat us right now you
- 7:24can see that the Heat box is going to
- 7:26start and then it's going to stop and
- 7:29nothing is really going to happen right
- 7:30now when we hit the dummy for example
- 7:32and that's because we need to use a
- 7:34different event and that event is also a
- 7:36part of the heatbox object and this is
- 7:38what is going to handle the heat
- 7:40detection so you just do new Heat box
- 7:43followed by Dot and then on
- 7:45heat and then just
- 7:48connect and in this connect we add a
- 7:51function and this script isn't really
- 7:53going to tell this so I need to go to
- 7:55the documentation where the on hit event
- 7:58the parameters gives is going to be the
- 8:01heat part and the hit humanoid as well
- 8:03as the result and the group name but we
- 8:05mostly care about these two right here
- 8:07so I'm just going to write hit part and
- 8:10then hit humal and then I'm just going
- 8:13to print them out and now if I go to the
- 8:15dummy and hit
- 8:17it it's going to return the cylinder
- 8:20002 and this humanoid this cylinder is
- 8:24going to be the head of the dummy so
- 8:26that's what the battle ax actually hit
- 8:28and then this is going to be the
- 8:29humanoid of the character so again if I
- 8:32hit it from a different angle now it
- 8:35return the cube which is the body of the
- 8:38dumi as well as its own ax smashh and my
- 8:41own humanoid so we also need to check if
- 8:44we didn't hit our own
- 8:54humanoid and I F to check if our
- 8:57character actually has the humanoid and
- 8:59then I compare if my humanoid is the
- 9:02same as the heat humanoid then again I
- 9:04just want to do then return and then end
- 9:08and else I'm just going to print out the
- 9:09humanoid
- 9:11again that we actually hit with the
- 9:13heatbox and I just commented few lines
- 9:15so they wouldn't spam the output but you
- 9:17can basically see that we are hitting
- 9:18the humanoid of the
- 9:21dummy but that's basically the basics of
- 9:23the Rea hitbox but really quickly I'm
- 9:25just going to do a setup for a server
- 9:27validation and one of the I'm going to
- 9:29need is the remote
- 9:32event and I'm going to call it on heat
- 9:34event because the heat box is done
- 9:39locally and just reference it from the
- 9:41replicated storage then right here I
- 9:43just want to fire the
- 9:45event with the heat
- 9:48humanoid then I'm just going to add a
- 9:50server
- 9:51script and again make a reference to the
- 9:53event and then I'm just going to connect
- 9:56a function on the server where we get
- 9:58the player that fire the event and then
- 10:00the hit humanoid that was passed right
- 10:02here now if you don't get this argument
- 10:04we just want to do if not hit humanoid
- 10:06then return return end otherwise if
- 10:08there is a humanoid then I just want to
- 10:10do a print on this
- 10:14server with the heat humanoid and now if
- 10:17I hit the dummy it's going to print out
- 10:19the Heat and then an error or I'm
- 10:21guessing the animator but let's just
- 10:23ignore this for now and since the
- 10:25heatbox detection is better done on the
- 10:27client there needs to be some validation
- 10:29on the server like checking the distance
- 10:31between the player or the player's
- 10:33character that fired the event to the
- 10:36character that had the heat humanoid and
- 10:38a bunch of different stuff like check
- 10:39latest heat and basically so on I'm not
- 10:42really going to do that I just wanted to
- 10:43mention this because I know that some
- 10:45people are going to scream at me for
- 10:47making a local heatbox detection
- 10:49apparently I had that done previously
- 10:51but anyways now if you want to damage
- 10:53the player after the heat was basically
- 10:54validated we can just do hit humanoid
- 10:58and then the take damage
- 10:59method and let just make it lose like 10
- 11:02health for example so now this dummy is
- 11:05actually going to be taking
- 11:08damage and you can see that from the
- 11:10animation playing and that's because the
- 11:12dummy also has a script in it that
- 11:14basically just plays the heat animation
- 11:16whenever the health changes and then
- 11:18just heals it back up so I can just keep
- 11:20hitting it and it's going to play the
- 11:23animation so to talk about the example
- 11:25that I wanted to mention and how I have
- 11:27a framework setup in this project is
- 11:29that I have these different weapons and
- 11:32all of them have these attack animations
- 11:34right here and these animations they
- 11:36basically just have a start key frame
- 11:38and a End Key frame and if I go to the
- 11:41weapon manager script there is this
- 11:43function right here called set new key
- 11:45frame connection but there is a for Loop
- 11:47that basically just Loops through the
- 11:48attack animations and then adds the key
- 11:50frame reach event to the key frame
- 11:52dictionary then the key frame that
- 11:54reached it checks if the name of the key
- 11:55frame was start or stop and then
- 11:57depending on that either starts or stops
- 11:59the Heat box detection and now that I'm
- 12:01looking at this this should have been
- 12:02done a little bit differently but the
- 12:04premise of starting the Heat and then
- 12:06stopping it is basically the same but
- 12:08yeah that is basically going to be it
- 12:09for today so thank you for watching hope
- 12:11everyone had a nice day and see you guys
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