Hitbox Script – Updated

self.Part = hitboxPart self.Damage = damage or 10 self.Owner = owner self.Active = false self.HitCharacters = {} -- track already hit characters

function HitboxModule:OnHit(character, hitPart) -- override for custom logic (sound, vfx, etc.) print( Hit {character.Name} for {self.Damage} damage ) end

function HitboxModule:Activate() self.Active = true self.HitCharacters = {} self.Connection = self.Part.Touched:Connect(function(hit) if not self.Active then return end hitbox script

public void Deactivate() { isActive = false; }

function HitboxModule.new(hitboxPart, damage, owner) local self = setmetatable({}, {__index = HitboxModule}) } function HitboxModule.new(hitboxPart

Health targetHealth = other.GetComponentInParent<Health>(); if (targetHealth != null && other.gameObject != owner) { if (!hitTargets.Contains(targetHealth.gameObject)) { hitTargets.Add(targetHealth.gameObject); targetHealth.TakeDamage(damage); OnHit(targetHealth.gameObject); } } }

I’ll provide a version first (common for “hitbox” requests), then a generic version you can adapt. 1. Roblox Luau Hitbox Script (ModuleScript) -- HitboxModule.luau -- Attach to a part, enables damage & hit detection local HitboxModule = {} owner) local self = setmetatable({}

private void OnTriggerEnter(Collider other) { if (!isActive) return;