--Loop For Making Rays For The Bullet's Trajectory

for i = 1, 30 do
	--print("Travelling")
	local thisOffset = offset + Vector3.new(0, yOffset*(i-1), 0)
	local travelRay = Ray.new(point1,thisOffset)
	
	acceptable = false
	while not acceptable do
		hit, position = workspace:FindPartOnRayWithIgnoreList(travelRay, ignoreList)
		if hit then
			--print(hit.Name)
			if hit.Name == "FakeTrack" or hit.Name == "Flash" then
				ignoreList[#ignoreList+1] = hit
				--print("Un-Acceptable")
			else
				--print("Acceptable")
				acceptable = true
			end
		else
			--print("Acceptable")
			acceptable = true
		end
	end

	local distance 		= (position - point1).magnitude
	round.Size			= Vector3.new(0.6, distance, 0.6)
	round.CFrame		= CFrame.new(position, point1)
							* CFrame.new(0, 0, -distance/2)
							* CFrame.Angles(math.rad(90),0,0)
	round.Parent		= Workspace
	point1				= point1 + thisOffset
	
	allied = false
	if hit and hit.Parent then --if we hit something
		
		--print("Bullet Hit Something")
			
		if hit.Parent.Parent then --look if what we hit is a tank
			tank = hit.Parent.Parent:findFirstChild("Tank")
			
			if not tank and hit.Parent.Parent.Parent then
				tank = hit.Parent.Parent.Parent:findFirstChild("Tank")
					
				if not tank and hit.Parent.Parent.Parent.Parent then
					local tank = hit.Parent.Parent.Parent.Parent:findFirstChild("Tank")
					
					if not tank and hit.Parent.Parent.Parent.Parent.Parent then
						local tank = hit.Parent.Parent.Parent.Parent.Parent:findFirstChild("Tank")
					end
				end
			end
		end
			
		if tank then --if it is a tank
			--print("Hit a Tank")
			if tank.Value == BrickColor.new("Bright red") then --if we hit an ally
				allied = true
				--print("Tank is an ally")
			end
		end
	
		if not allied then
			round:remove()
			local e = Instance.new("Explosion")
			e.BlastRadius = 3
			e.BlastPressure = 1700
			e.ExplosionType = Enum.ExplosionType.NoCraters
			e.DestroyJointRadiusPercent = 1.3
			e.Position = position
			e.Parent = Workspace
			local impactPos = CFrame.new(point1,point1 + thisOffset)-point1+position
			for angle = 1, 360, 40 do
				ray(angle,1.5, impactPos)
				ray(angle,3, impactPos)
				--wait()
			end
			round:remove()
			break
		elseif hit and allied then
			round:remove()
			break
		end
	end
	wait()
end

if round then
	round:remove()
end

script:remove()
