This script is complex (at least for me) If I don’t want to make it do damage, I just put false?
I presume so, since the function is called CanDamage
, so if you return false, no damage, but if you return true, damage. Even the conditions match this. If the player instance in creator has no team or their team is not equal to yours, damage. If needed, I could try and help you out
If you are using the FE gun kit that I used (link above)
I have sent you a request, let’s continue there if needed
The issue has been resolved, what had to be done was changing the ModuleScript that handled damage checking to prevent certain teams from damaging each other
For anyoen curious has to how we did it, here’s the finished changes
local module = {}
local teams = game:GetService("Teams")
local Allies = {
"MTF",
"Scientist",
"Guard",
"NTF",
"SeeNoEvil",
"Alpha",
"O5",
"UIU"
}
local Enemies = {
"ChaosI",
"DClass",
"GRUP"
}
module.CanDamage = function(obj, player)
if obj:FindFirstChild("Humanoid") then
local p = game.Players:GetPlayerFromCharacter(obj)
local creator = obj:FindFirstChild("Creator")
if creator then
p = creator.Value
end
if p then
if p == player then
return false
else
if p.Neutral or player.Neutral then
return true
elseif p.Team.Name == "SH" or player.Team.Name == "SH" then
return true
end
if table.find(Allies, player.Team.Name) then
if table.find(Allies, p.Team.Name) then --If who we hit is a teammate
return true
else
return false
end
elseif table.find(Enemies, player.Team.Name) then
if table.find(Enemies, p.Team.Name) then
return true
else
return false
end
end
end
else
return true
end
end
return false
end
return module
@Black_Albi please set this as the solution so if anyone stumbles upon this post, they’ll be able to figure how to ignore certain teams by taking inspiration from this method