Different by Design


void Shoot()

if (Input.GetButtonDown("Fire1")) Shoot();

-- Place this script inside the weapon's handle or a server script local tool = script.Parent local handle = tool:WaitForChild("Handle")

local direction = (head.CFrame.LookVector * 50) local raycastParams = RaycastParams.new() raycastParams.FilterDescendantsInstances = character raycastParams.FilterType = Enum.RaycastFilterType.Blacklist

It sounds like you’re looking for a (likely for a game engine like Roblox Lua, Unity C#, or Unreal) that handles a head hitbox — typically for detecting headshots, applying extra damage, or triggering specific effects.

Debug.Log(isHeadshot ? "HEADSHOT!" : "Hit");

using UnityEngine; public class HeadHitboxWeapon : MonoBehaviour

local result = workspace:Raycast(head.Position, direction, raycastParams)


Head Hitbox Script Guide

void Shoot()

if (Input.GetButtonDown("Fire1")) Shoot();

-- Place this script inside the weapon's handle or a server script local tool = script.Parent local handle = tool:WaitForChild("Handle")

local direction = (head.CFrame.LookVector * 50) local raycastParams = RaycastParams.new() raycastParams.FilterDescendantsInstances = character raycastParams.FilterType = Enum.RaycastFilterType.Blacklist

It sounds like you’re looking for a (likely for a game engine like Roblox Lua, Unity C#, or Unreal) that handles a head hitbox — typically for detecting headshots, applying extra damage, or triggering specific effects.

Debug.Log(isHeadshot ? "HEADSHOT!" : "Hit");

using UnityEngine; public class HeadHitboxWeapon : MonoBehaviour

local result = workspace:Raycast(head.Position, direction, raycastParams)