void Update()

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

-- Raycast from character's head forward (example aiming) local head = character:FindFirstChild("Head") if not head then return end

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

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

RaycastHit hit; if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range)) Health targetHealth = hit.collider.GetComponent<Health>(); if (targetHealth != null) bool isHeadshot = hit.collider.CompareTag("Head"); int finalDamage = isHeadshot ? headshotDamage : normalDamage; targetHealth.TakeDamage(finalDamage);

Head Hitbox Script [better] May 2026

void Update()

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

-- Raycast from character's head forward (example aiming) local head = character:FindFirstChild("Head") if not head then return end void Update() -- Place this script inside the

Debug.Log(isHeadshot ? "HEADSHOT!" : "Hit"); local result = workspace:Raycast(head.Position

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

RaycastHit hit; if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range)) Health targetHealth = hit.collider.GetComponent<Health>(); if (targetHealth != null) bool isHeadshot = hit.collider.CompareTag("Head"); int finalDamage = isHeadshot ? headshotDamage : normalDamage; targetHealth.TakeDamage(finalDamage);