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Well here is a simple M1 Combat System with uptilt, downslam, blocking and stuns. It can definitely still be improved, but I tried my best to make this a ‘decent’ combat system.
Just wanted to say bro, this is an awesome base combat. I’ve been working on it for the past couple months developing my passion project and it’s helped me learn so much about scripting!
This combat system comes with many features, including blocking, combos, sprint and a custom shift lock. All of these features are customizable in the configuration folder. Check out the video on the HowToRoblox YouTube channel to see how this works!
It aims to enhance their proficiency in scripting combat mechanics through a straightforward and effective tutorial video on Creating Combat Systems for Roblox Studio.
These may be useful: ClientCast - A Client-based, Idiosyncratic Hitbox System! Community Resources Introduction ClientCast is a performant solution to melee hitboxes, allowing you to provide a smooth and lagless combat experience for your players. Why?
This is a tutorial on how to set up a basic, reliable and expandable action combat fighting system.Useful links:Input Controller Script: https://youtu.be/FWK...
This video explains how to set up the combat system template we have made and will provide you with. If you have any further questions about the combat templ...
You could start by trying to make a 4 or 5 hit combat that knocksback on last hit and then improve from there. Client sided detection seems to be smooth for combat but make sure to add sanity checks such as checking magnitude distance between attacker and player
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#1. This is a quick punching script that I made. Everything is good except one thing, I don’t like how you can hit people behind you. I’m thinking about raycasting from the characters humanoidrootpart position to the lookvector by 10. Would that be a good idea? Hit1 = 5; Hit2 = 6; Hit3 = 5; Hit4 = 6; Hit5 = 10; Humanoid:TakeDamage(Amount)