for p=1,#points,1 do local f=points[p]local s=true repeat local p=Ray.new(f+Vector3.new(0,15,0),Vector3.new(0,-100,0))local b,m,T=workspace:FindPartOnRayWithIgnoreList(p,ignore)if b and(not b:IsA("\084\101\114\114\097\105\110")and not b.CanCollide)then s=false f=m table.insert(ignore,b)wait()else if b then s=true height=(char_cf:PointToObjectSpace(Vector3.new(0,m.Y,0))).Y+size.Y/3 else return nil end end until s if height then table.insert(all_height,height)end end

		for i=1,#points do
			local point = points[i]
			
			local done = true
			repeat 
				local ray = Ray.new(point + Vector3.new(0,15,0), Vector3.new(0,-100,0))
				
				local part, intersection, normal = workspace:FindPartOnRayWithIgnoreList(ray, ignore)
				if part and not part:IsA("Terrain") and not part.CanCollide then
					done = false
					point = intersection
					table.insert(ignore, part)
					wait()
				else
					if part then
						done = true
						height = char_cf:PointToObjectSpace(Vector3.new(0,intersection.Y,0)).Y + (size.Y/3)
					else
						return nil
					end
				end
			until done
			--if height then break end
			if height then
				table.insert(all_height, height)
			end
		end
		