So basically trying to get something that just finds players in “Out of bounds areas” (Parts) and heres what i got
local function OutOfBoundsCheck()
while task.wait() do
local T = {}
local T_ = {}
if #OutOfBounds:GetChildren() > 0 then
for i, v in ipairs(OutOfBounds:GetChildren()) do
if v:IsA("BasePart") then
local StuffInside = workspace:GetPartsInPart(v, OverlapParams.new())
for i, v in ipairs(StuffInside) do
table.insert(T, v)
end
end
end
if #T > 0 then
for i, v in ipairs(T) do
if v.Parent:FindFirstChild("Humanoid") and not table.find(T_, v.Parent) then
table.insert(T_, v.Parent)
local Coroutine = coroutine.create(OutOfBoundsThing)
coroutine.resume(Coroutine, v.Parent, true)
elseif not table.find(T_, v) then
table.insert(T_, v)
local Coroutine = coroutine.create(OutOfBoundsThing)
coroutine.resume(Coroutine, v, false)
end
end
end
end
T = {}
T_ = {}
end
end
but even with the player if statement, it still sends the normal characters limbs most times (like left leg, right leg, HRP, ect)
Also ive tried changing the elseif to something a little better
elseif not table.find(T_, v) or not table.find(T_, v.Parent) then
but it still fires with limbs most times
Not sure why its not working as intended