I'm not really good at scripting but I think the conditional here can determine if a bullet damages a player or not, can anyone help me?
function Fire(ShootingHandle)
local PierceAvailable = Module.Piercing
PiercedHumanoid = {}
Tool.Muzzle.FlashFX.Enabled = true
wait(.0000001)
Tool.Muzzle.FlashFX.Enabled = false
if FireAnim then FireAnim:Play(nil,nil,Module.FireAnimationSpeed) end
if not ShootingHandle.FireSound.Playing or not ShootingHandle.FireSound.Looped then ShootingHandle.FireSound:Play() end
local Start = (Humanoid.Torso.CFrame * CFrame.new(0,1.5,0)).p--(Handle.CFrame * CFrame.new(Module.MuzzleOffset.X,Module.MuzzleOffset.Y,Module.MuzzleOffset.Z)).p
local Spread = Module.Spread*(AimDown and 1-Module.SpreadRedution or 1)
local Direction = (CFrame.new(Start,Mouse.Hit.p) * CFrame.Angles(math.rad(-Spread+(math.random()*(Spread*2))),math.rad(-Spread+(math.random()*(Spread*2))),0)).lookVector
while PierceAvailable >= 0 do
local Hit,EndPos = RayCast(Start,Direction,5000,Character)
if not Module.ExplosiveEnabled then
if Hit and Hit.Parent then
local TargetHumanoid = Hit.Parent:FindFirstChild("Humanoid")
local TargetTorso = Hit.Parent:FindFirstChild("Torso")
if TargetHumanoid and TargetHumanoid.Health > 0 and TargetTorso then
local hitPlayer = game.Players:GetPlayerFromCharacter(TargetHumanoid.Parent)
if hitPlayer and game.Players.LocalPlayer.Team ~= hitPlayer.Team then
InflictTarget:FireServer(TargetHumanoid,
TargetTorso,
(Hit.Name == "Head" and Module.HeadshotEnabled) and Module.BaseDamage * Module.HeadshotDamageMultiplier or Module.BaseDamage,
Direction,
Module.Knockback,
Module.Lifesteal,
Module.FlamingBullet)
PiercedHumanoid[TargetHumanoid] = true
else
PierceAvailable = 0
end
end
end

5 comments
This is obviously a free script. Please only post questions related to scripts you have written and ask the owner of the script about it.
no
you don't need the wait(.00000000001), just use wait()
I've sent messages a few times to the original owner but he isn't responding. Plus, there isn't a rule where you actually have to provide your own script @luke. You have to provide a script.
We aren't going to fix a script you didn't make nor have knowledge about