robloxapp-20240712-1958036.wmv (848.8 KB)
is there a way to avoid that, so like player can go under npc and nothing happens? or i have to make some custom npc system without humanoid or whatever?
literally nothing there, i think im the first to even ask that question
Apologies for my phrasing, i just meant you should move your post, as builders might have a solution for you.
oh, well i did so i just have to try something myself until someone replies then, thanks
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if someone is stupid like me then heres what i added into serverscriptservice:
local Players = game:GetService("Players")
local PhysicsService = game:GetService("PhysicsService")
local GroupName = "Entities"
PhysicsService:RegisterCollisionGroup(GroupName)
PhysicsService:CollisionGroupSetCollidable(GroupName, GroupName, false)
local function ChangeGroup(part)
if part:IsA("BasePart") then
part.CollisionGroup = GroupName
end
end
local function HandleCharacterAdded(character)
for _, part in ipairs(character:GetDescendants()) do
ChangeGroup(part)
end
end
Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function(character)
HandleCharacterAdded(character)
character.ChildAdded:Connect(function(object)
ChangeGroup(object)
end)
end)
end)
HandleCharacterAdded(workspace.npc) --npc here
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