local function getblacklistedparts()
parts = {plr.Character, workspace.DriptorchStuff}
for _, i in ipairs(workspace:GetDescendants()) do
if i:IsA("BasePart") and i.Name ~= "Terrain" then
if i.CanCollide == false then
table.insert(parts, i)
end
end
end
return parts
end
local origin = script.Parent.Handle.Position
local direction = (mouse.Hit.p - origin).Unit
blacklistedparts = getblacklistedparts()
params = RaycastParams.new()
params.FilterType = Enum.RaycastFilterType.Exclude
params.FilterDescendantsInstances = blacklistedparts
local result = workspace:Raycast(origin, direction*30, params)
activated = true
line += 1
lastplaced = result.Position
script.Parent.Place:FireServer(result.Position, line)
ive checked and it is blacklisted so im really confused, ive never had this happen to me before
Blacklist used to be used for items you don’t want recognized by the raycast. Sounds like you are thinking about the Whitelist.
This Raycasting link gives the new parameters as “Include” and “Exclude” now.
Yea, its meant to go through those parts weird how it doesnt do that anymore because in my past projects with raycast it does go through excluded parts
only things i did were those parts and the character,
i dont think I blacklisted the terrain because the raycast gets a result on the terrain
theres a chance its just a one off bug i guess