character:FindFirstChild("Left Arm").Touched:connect(function(hit) if debounce == false then if hit.Parent:FindFirstChild("Humanoid") and debounce == false and punching == true then player.data.cash.Value = player.data.cash.Value + 10 debounce = true punching = false hit.Parent.Humanoid:TakeDamage(damage) soundeffects.PunchHit:Play() if player.data.dmg.Value >= 200 then local yesorno = math.random(1,3) if yesorno == 1 then local h = hit.Parent.Humanoid if h then wait() h.Jump = true h.Parent.Torso.Velocity = (CFrame.new(character.Torso.Position, h.Parent.Torso.Position).lookVector * 100) + Vector3.new(0, 30, 0) h.Parent.Torso.RotVelocity = Vector3.new(math.random(-100, 100), math.random(-100, 100), math.random(-100, 100)) end end end end end end)
in studio it knocks back the npc i have for testing in game when it doesnt knock people back. i dont know why and i would like some help.