If you want the agents to walk through walls, doors and all, you could use this solution:
local noclip = false
game:GetService("RunService").RenderStepped:Connect(function()
if noclip then
game.Players.LocalPlayer.Character.Humanoid:SetState(11)
end
end
And just change the noclip variable.
If you want the players to only noclip through doors, you could make a folder inside workspace called “Doors” and do this:
for i,v in pairs(workspace.Doors:GetDescendants()) do
if v:IsA("BasePart") then
v.CanCollide = false
end
end
I personally recommend the second solution, though you won’t fall through the floor with the first solution.
Also, @dibblydubblydoo, you don’t have to class check for every single type of part, you can just use v:IsA("BasePart")
instead, because all Part classes, like Unions, Meshes, and Wedges, all inherit from the class BasePart.