Hey, and thanks for reading in advance.
In a class based fighter I’m helping to code, one of our classes is Ninja - it has the ability to perform a midair jump and bounce off walls before landing. I’m attempting to use a ray to make sure the character is in midair before performing the double-jump, but the blacklist isn’t ignoring parts that are attached to my character. The armor welded onto me is contained in a single model parented to my character, and multiple print tests have yielded the ray is being blocked by parts contained within the armor.
UIS.JumpRequest:Connect(function()
if SetClass == "Ninja" then
local hState = Humanoid:GetState()
if hState == Enum.HumanoidStateType.Freefall
and not WallBounce and CanCast("PSV") and CanUse("PSV") then
local params = RaycastParams.new()
params.FilterDescendantsInstances = {Player.Character}
params.FilterType = Enum.RaycastFilterType.Blacklist
params.CollisionGroup = "Player"
params.IgnoreWater = true
local Down = workspace:Raycast(Root.Position, Vector3.new(0, -4, 0))
if Down then
print(Down.Instance:IsDescendantOf(Character))
end
if not Down then
WallBounce = true; WallDive()
end
end
end
end)
Even explicitly adding my character’s armor to the blacklist didn’t work. Is something wrong here? Does CollisionGroup override the blacklist? I don’t get what the issue is.