How to make weapon hitting multiple targets but dont count same hum for every part of same char

After that, you should include more details if you have any. Try to make your topic as descriptive as possible, so that it’s easier for people to help you!

local part = script.Parent
local WrkSPace = game.Workspace
local event = part.Parent.Event


local function humchek(parts)
	local humanoids = {}

	for _, v in pairs(parts) do

		if v.Parent and v.Parent:FindFirstChild("Humanoid") then
			local hum = v.Parent:FindFirstChild("Humanoid")
			return(hum)
		end
	end
end
	


	event.Event:Connect(function()
		hums = {}
		local parts = WrkSPace:GetPartsInPart(part)
		local hum = humchek(parts)
		if hum then
			table.insert(hums, hum)
		end
		for _, v in pairs(hums) do
			if v:IsA("Humanoid") then
				v:TakeDamage(10)
			end
		end
		table.clear(hums)
		
	end)

When i try to make table based stuff it counts same hum mny times, when i try to use loop throu it dont works script above is single hit hitbox i have no idea how to make it work for many hits

I’m confused your title says don’t count same character, then on the description it says “make it work for many hits”.

Still, I’m pretty sure you want it to hit multiple characters but damage them only once.

ye i menat multi hit
30 words limit

I see. Then my idea is that once the weapon has been activated, we should clear the table that tracks the humanoids that were previously hit. If a character was hit, then store their humanoid on the same table.

Edit: also instead of table.insert() just store it as a dictionary instead e.g:

if not hum[humanoid] then
    hum[humanoid] = true
    humanoid:TakeDamage(10)
then

thx
the 60/2 characters limitation bruh