How do I make this ray hitbox ignore this, so that the ray can go through it?

I made a stand barrage that uses a ray for hitbox and it works perfectly when it’s not hitting a stand, but when it hits a stand, you’re not able to cast damage to the user. How can I make it so that the ray goes through other player’s stands?

Here’s what it looks like when I try to hit a stand (NO DAMAGE): https://gyazo.com/1d963d03a461e184a42494d15a750417

Here’s what it looks like when I directly hit the player, not the stand (DAMAGE INFLICTED):
https://gyazo.com/81ddb383c1277a00f831aee8540653a0

Code:

local function Hitbox(Damage, Long)
			local R =  Ray.new(Player.Character:WaitForChild("HumanoidRootPart").Position, Player.Character:WaitForChild("HumanoidRootPart").CFrame.lookVector * 8)
			local v = workspace:FindPartOnRay(R, c)
			if v ~= nil then
			if v.Parent:findFirstChild("Humanoid") and v.Parent:findFirstChild("Deb") == nil and v.Parent ~= Player.Character then
				local BV = Instance.new("BodyVelocity", v)
				BV.maxForce = Vector3.new(25000,25000,25000)
				BV.Velocity = c.HumanoidRootPart.CFrame.lookVector * Long
				game.Debris:AddItem(BV,0.3)		
				local CD = Instance.new("BoolValue", v.Parent)
				CD.Name = "CD"
				game.Debris:AddItem(CD,0.25)
				v.Parent.Humanoid:TakeDamage(Damage)
				local S = Instance.new("Sound", v)
				S.SoundId = "rbxassetid://3932505023"
				S.PlaybackSpeed = math.random(80,120)/100
				S:Play()
			end
		end
	end

Hmm, the only thing I could see is you would raycast to Hit the player and then do another blacklisting the hit character.

Not sure if there’s a better way but that’s all I can think of

Hmm maybe an ignore list would work, not sure though.

Yes, :FindPartOnRayWithIgnoreList() will work. Since it requires a table, you can index all of the stands in a table so you can use that for the function.