So I have a little map, its borders were just very tall invisible walls, however those walls caused many issues, for example when I a player is standing near the wall and tries to shoot the mouse.Hit.Position returns direction to the wall instead of the actual player he is shooting at
Besides I have some teleport tools in my game, players were able to use them to get on the invisible wall, I tried to damage players who stay on top but then realised that this is not correct, if a player threw an end pearl and it hit the invis wall they will get teleported up, it’s unfair to kill them
So I was just asking, is there any way to create a COMPLETELY GHOSTLY wall that can’t be clicked, bullets and enderpearls will go through, will be dealt as nothing or nil, but just prevents the player from jumping off the cliff of the map?
Restrict camera movement so that a player can’t scroll out beyond the invisible walls, otherwise when they shoot then the mouse object of the player will think that the target is one of those invisible walls other than the player/part that they are actually aiming at.
Ok here is how I got it to work, maybe help someone in the future
every part has collision of 0 by default
every part in the player collision group is set to 2 in player.Character.CharacterAdded event for _, p in pairs(chara:GetChildren()) do if p:IsA('BasePart') then PS:SetPartCollisionGroup(p, 'Players') end end
Wall collision group is set to 1 (manually, or automatic if you want)