Hello, so what im trying to achieve is basically, i got a script in which, im trying to make it so whenever i shoot someone, it checks their team, and if the team is the same as you’r team, then they wont get damaged, but if they’re from a different team, then damage them.
local ReplicatedStorage = game:GetService('ReplicatedStorage')
local remoteEvent = ReplicatedStorage:WaitForChild('Pistol1')
local hit = ReplicatedStorage.Hit
local DamageToDoIfTheHitIsAPlayer = 0
remoteEvent.OnServerEvent:Connect(function(player, gunPos, gunOr, mosPos)
game:GetService("ReplicatedStorage").Gun_Shot2:Play()
local bullet = Instance.new("Part")
bullet.Transparency = 0
bullet.Name = 'Bullet'
bullet.Parent = game.Workspace
bullet.Size = Vector3.new(1.25, 1.25, 1.25)
bullet.BrickColor = BrickColor.new('White')
bullet.Shape = Enum.PartType.Block
bullet.CanCollide = false
local speed = 500
bullet.CFrame = CFrame.new(gunPos, mosPos)
bullet.Velocity = bullet.CFrame.lookVector * speed
bullet.Touched:Connect(function(otherPart)
local humanoid = otherPart.Parent:FindFirstChild('Humanoid')
if humanoid and humanoid.Parent.Name ~= player.Name then
local plr = game.Players:GetPlayerFromCharacter(otherPart.Parent)
if humanoid.Health > 0 then
humanoid:TakeDamage(math.random(5, 7))
local particleEmitter = ReplicatedStorage.Blood:Clone()
particleEmitter.Parent = otherPart
hit:Play()
particleEmitter:Emit()
wait(1)
particleEmitter:Destroy()
if humanoid.Health == 0 then
bullet:Destroy()
end
end
end
end)
end)