Limb collision system fires while mid-air?

In my code, I have it so every .Heartbeat, the game checks if a limb is intersecting with another part, which would not function without 0.8 x 0.8 x 1.8 limb colliders. This works just fine except for one thing. It somehow fires in mid-air even though I blacklisted all of the character parts. I even debugged it with the print function, and it returns “{}” in the console but with no dropdown list. I don’t know why my code is doing this. Here is my code:

if script:FindFirstAncestor("StarterPlayer") ~= nil then
	return
end

local RS = game:GetService("RunService")

RS.Heartbeat:Connect(function()
	local OverlapParamss = OverlapParams.new()
	OverlapParamss.FilterType = Enum.RaycastFilterType.Blacklist
	OverlapParamss.FilterDescendantsInstances = script.Parent:GetDescendants()
	
	local Head = script.Parent:WaitForChild("Head", 3)
	local Torso = script.Parent:WaitForChild("Torso", 3)
	local LArm = script.Parent:WaitForChild("Left Arm", 3)
	local RArm = script.Parent:WaitForChild("Right Arm", 3)
	local LLeg = script.Parent:WaitForChild("Left Leg", 3)
	local RLeg = script.Parent:WaitForChild("Right Leg", 3)
	
	local HParts = workspace:GetPartsInPart(Head, OverlapParamss)
	--local TParts = workspace:GetPartsInPart(Torso, OverlapParamss)
	--local LAParts = LArm:GetPartsInPart()
	--local RAParts = RArm:GetPartsInPart()
	--local LLParts = LLeg:GetPartsInPart()
	--local RLParts = RLeg:GetPartsInPart()
	 
	if HParts ~= nil and Head.Velocity.Magnitude > 75 then
		script.Parent.Humanoid:TakeDamage(1)
		print(HParts)
	end
end)

Any help is immensely appreciated! Thank you!

Did you mean {script.Parent}? This isn’t FindPartOnRay.

Well, I did that but it still fires while mid-air. Thank you for the suggestion, though.

Solved by T3_MasterGamer on scriptinghelpers. May the almighty gods bless him. Only god knows how long I have suffered through trial and error. Please go praise him.

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