Using a weld to store parts?

I am making a combat game with different types of weapons / magics and one of them is going to shoot projectiles. These projectiles are essentially “ammo” for other moves you can perform.

e.g you need to land 2 projectiles on someone to be able to use a certain move on them.

Now to implement this system I have to be able to store when a shot is on a player and what player the shot is currently on so it knows when u use a certain move who to do it on.
I also noticed that a weld just so happens to have an “Enabled” property. Would it be a viable option to store the humanoidrootpart of the victim inside of a weld? I know it sounds odd but with the way my game works it seems like one of the best and easiest to work with options I can do for it.
Give me your thoughts! All help is greatly appreciated. I will also answer any questions asked.

edit: so to specify on the system.
You have a weld inside of you. It is disabled.
when u land a projectile it checks if part0 is nil, if it is then the person you hit will occupy part0 with their humanoidrootpart. Otherwise it will occupy part1. It will also check if someone else who is NOT them occupies part0 or part1 and if they do it will remove them. (since shots can only be on one person at a time.) The weld will only be used to store who has been hit by the shot.

While it would be possible, it would be more efficient to use two ObjectValues in a Folder. Even when the weld is disabled, it has to store the relative positions of the parts. Using a weld when you aren’t welding is also confusing.

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Oh yeah I forgot Object Values existed as I had never actually used them.
Thanks! :slightly_smiling_face: