The projectile is a fireball and the idea is to create a table of enemies that are already hit, make sure the enemy is not in the table and damage them and add them to the table if they are hit.
local alreadyHit = {}
ball.Touched:Connect(function(hit)
if hit.Parent and hit.Parent ~= char then
if not isInTable(alreadyHit, hit.Parent) then
touch.burn(hit.Parent, assets:FindFirstChild("PurpleFlameParticles"):Clone(), 1.5, .5)
alreadyHit[#alreadyHit + 1] = hit.Parent
end
end
end)
Here is the isInTable function:
function isInTable(tableValue, toFind)
local found = false
for _,v in pairs(tableValue) do
if v == toFind then
found = true
break;
end
end
return found
end
Any help is greatly appreciated!

1 comment
Touched events are weird. Try adding a debounce.