Turret script Player:IsInGroup()

So I’m making a turret script and I want it so if they are in the group they don’t get shot does anyone know why it wont work.


turret.PrimaryPart = turret:WaitForChild("RotationPart")

local Player = game:GetService("Players")

local cooldown = 1
local cooldownActive = false

local maxRange = 50 -- range of how far

local dmg = 5 -- dmg of the player


while wait() do


	local closestCharacter = nil

	for i, plr in pairs(game.Players:GetPlayers()) do

		if plr.Character then

			local distance = (plr.Character.HumanoidRootPart.Position - turret.PrimaryPart.Position).Magnitude

			if not closestCharacter or (closestCharacter.HumanoidRootPart.Position - turret.PrimaryPart.Position).Magnitude > distance then 

				local cf = CFrame.new(turret.PrimaryPart.Position, plr.Character.HumanoidRootPart.Position)

				local ray = Ray.new(turret.PrimaryPart.Position, cf.LookVector * maxRange)

				local part, position = workspace:FindPartOnRayWithIgnoreList(ray, turret.Parent:GetDescendants())

				if part then
					local humanoid = part.Parent:FindFirstChild("Humanoid") or part.Parent.Parent:FindFirstChild("Humanoid")

					if humanoid == plr.Character.Humanoid and distance <= maxRange and humanoid.Health > 0 then

						closestCharacter = plr.Character 
					end
				end
			end
		end
	end


	if Player:IsInGroup(3) then
	else if closestCharacter then
			turret:SetPrimaryPartCFrame(turret.PrimaryPart.CFrame:Lerp(CFrame.new(turret.PrimaryPart.Position, closestCharacter.HumanoidRootPart.Position), 0.3))

			local humanoid = closestCharacter:FindFirstChild("Humanoid")

			spawn(function()

				if humanoid and not cooldownActive then

					cooldownActive = false

					humanoid:TakeDamage(dmg)


					turret.ShootPart.ShootSound:Play()


					local bullet = Instance.new("Part")

					local distance = (turret.ShootPart.Position - closestCharacter.HumanoidRootPart.Position).Magnitude

					bullet.CFrame = CFrame.new(turret.ShootPart.Position, closestCharacter.HumanoidRootPart.Position)
					bullet.CFrame = bullet.CFrame + (bullet.CFrame.LookVector * distance / 2)

					bullet.Size = Vector3.new(0.05, 0.05, distance) 

					bullet.CanCollide = false
					bullet.Anchored = true
					bullet.Color = Color3.fromRGB(239, 184, 56)
					bullet.Parent = workspace

					game.Debris:AddItem(bullet, 0.1)


					wait(cooldown)
					cooldownActive = false
				end
			end)
		end
	end
end```

because the ID 3 isn’t your group. Put in your group id. Do it by going to the group, look at the top, and get the numbers. Copy and paste it between the :IsInGroup(ID HERE)

I know that but im trying to test if Im not in the group if it will shoot or not and it doesnt shoot