This is my code:
neon.Touched:Connect(function(thing)
if debounce1 == false then
if thing.Parent:FindFirstChild(“HumanoidRootPart”) and not thing.Parent:FindFirstChild(“db”) then
debounce1 = true
local eHum = thing.Parent:FindFirstChild("HumanoidRootPart").Parent.Humanoid
eHum.Parent:WaitForChild("Checks").isStun.Value = true
local isBlock = thing.Parent:FindFirstChild("Checks").isBlock
local x = Instance.new("BoolValue", thing.Parent)
x.Name = "db"
game.Debris:AddItem(x,0.7)
if player.Character:WaitForChild("BerserkTag",0.0001) then
eHum:TakeDamage(60)
else
eHum:TakeDamage(30)
end
local OldeHumHealth = eHum.Health
local back = Vector3.new(0,0,-3)
local up = Vector3.new(0,-3,0)
local bv = Instance.new("BodyVelocity", thing.Parent:FindFirstChild("HumanoidRootPart"))
bv.Name = "Knockback"
bv.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
bv.Velocity = player.Character.HumanoidRootPart.CFrame.LookVector * 75 + back + up
game.Debris:AddItem(bv,.1)
What this does is when it touches a humanoid, it will get knockbacked and get damaged. But if the player firing the action touches it, they will also get hurt and I don’t want that.