so for my attacks, i will create a for loop to fire the damage remote events … the problem is… sometimes my attack can damage the player who cast the damage, up until now, this only happens when i create a part attached to the player’s character, fake arms , a wheel (water wheel) etc… at the end of the attack, it damages the player who cast the attack.
How my damage works is that a part will be created for the original part (from remote event info) that has the same size and will be welded to the original part, then a touched event will be fired for that part. This is where the damage will be dealt. It will check for humanoid and then damage that humanoid. I tried adding if hit.Parent.Name == plr.Name then return end
but the damage didn’t happen to other players aswell…
So my question is, is there other way to fix this?