I have a large blade, and I’m a bit of a loss here.
My goal here is when the blade hits a humanoid it will damage them, but I don’t want it to damage the humanoid more than once while the blade is swinging through them.
This is easily done by setting up a debounce, but my issue here is that there can be crowds of humanoids, and with a debounce the blade will only be able to deal damage to one of those many humanoids with one swing.
How would I set up a debounce to be able to damage multiple humanoids at the same time?
Could you create some type of table that stores the names of the characters/users that it damages so that when it damages rather then only damaging one person you check the table to see if the user is on a CD or not.
A table-based debounce should do the trick(or dictionary). Same thing as a regular debounce, except each index contains the humanoid it hit before. Then you would let the asynchronous action toggle the debounce.
I’d go for an attribute based system so that no matter what the source of the damage is, the humanoid still won’t be damaged until the debounce is over.