This is the way I made it:
DEFINE HEAD_VERTEX,SKILL1;
DEFINE BODY_VERTEX,SKILL2;
DEFINE L_ARM_VERTEX,SKILL3;
DEFINE R_ARM_VERTEX,SKILL4;
DEFINE L_LEG_VERTEX,SKILL5;
DEFINE R_LEEG_VERTEX,SKILL6;
ACTION ENEMY{
MY.HEAD_VERTEX = 122; // or whatever you want
MY.BODY_VERTEX = 213;
MY.L_ARM_VERTEX = 31;
MY.R_ARM_VERTEX = 13;
MY.L_Leg_VERTEX = 3;
MY.R_LEG_VERTEX = 451;
...}
SKILL TEMP_1 { }
SKILL TEMP_2 { }
SKILL TEMP_3 { }
SKILL TEMP_4 { }
SKILL TEMP_5 { }
SKILL TEMP_6 { }
SKILL TEMP_7 { }
SKILL TEMP_8 { }
SKILL TEMP_9 { }
SKILL TEMP_10 { }
SKILL TEMP_11 { }
SKILL TEMP_12 { }
Put this in your Bullet event:
VEC_FOR_VERTEX(TEMP_1,YOU,YOUR.HEAD_VERTEX);
VEC_FOR_VERTEX(TEMP_2,YOU,YOUR.BODY_VERTEX);
VEC_FOR_VERTEX(TEMP_3,YOU,YOUR.L_ARM_VERTEX);
VEC_FOR_VERTEX(TEMP_4,YOU,YOUR.R_ARM_VERTEX);
VEC_FOR_VERTEX(TEMP_5,YOU,YOUR.L_LEG_VERTEX);
VEC_FOR_VERTEX(TEMP_6,YOU,YOUR.R_LEG_VERTEX);
TEMP_7 = VEC_DIST (MY.POS,TEMP_1);
TEMP_8 = VEC_DIST (MY.POS,TEMP_2);
TEMP_9 = VEC_DIST (MY.POS,TEMP_3);
TEMP_10 = VEC_DIST (MY.POS,TEMP_4);
TEMP_11 = VEC_DIST (MY.POS,TEMP_5);
TEMP_12 = VEC_DIST (MY.POS,TEMP_6);
IF (TEMP_7 < TEMP_8 && TEMP_7 < TEMP_9 && TEMP_7 < TEMP_10 && TEMP_7 < TEMP_11 && TEMP_7 < TEMP_12){
HEAD_DAMAGE();}
IF (TEMP_8 < TEMP_7 && TEMP_8 < TEMP_9 && TEMP_8 < TEMP_10 && TEMP_8 < TEMP_11 && TEMP_8 < TEMP_12){
BODY_DAMAGE();}
IF (TEMP_9 < TEMP_7 && TEMP_9 < TEMP_8 && TEMP_9 < TEMP_10 && TEMP_9 < TEMP_11 && TEMP_9 < TEMP_12){
ARM_DAMAGE();}
IF (TEMP_10 < TEMP_7 && TEMP_10 < TEMP_8 && TEMP_10 < TEMP_9 && TEMP_10 < TEMP_11 && TEMP_10 < TEMP_12){
ARM_DAMAGE();}
IF (TEMP_11 < TEMP_7 && TEMP_11 < TEMP_8 && TEMP_11 < TEMP_9 && TEMP_11 < TEMP_10 && TEMP_11 < TEMP_12){
LEG_DAMAGE();}
IF (TEMP_12 < TEMP_7 && TEMP_12 < TEMP_8 && TEMP_12 < TEMP_9 && TEMP_12 < TEMP_10 && TEMP_12 < TEMP_11){
LEG_DAMAGE();}
hope there are no typos there, but should work oh and vec_for_vertex is current Beta so wait 2 weeks and you'll have your Hitboxes.