Just do what it says on the physics service page I linked. In other words, like this.
-- the physics service
PS = game:GetService("Physics Service")
-- makes the collison group
PS:CreateCollisionGroup("NPCs")
--[[ sets the collide value of collision group "NPCs" to false, so all parts under the collision group
"NPCS" do not collide with each other]]
PS:CollisionGroupSetCollidable("NPCs","NPCs", false) -- group1, group2, cancollide
-- example code as to how to set a parts collision group:
-- game.Workspace["something here"]:SetPartCollisionGroup("NPCs")
now just set every part inside your NPC to the collision group “NPCs” using the example code I gave you.
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Do I have to do anything else? This is what I just added:
local PhysicsService = game:GetService("PhysicsService")
-- Physics functions
PhysicsService:CreateCollisionGroup("NPC")
PhysicsService:CollisionGroupSetCollidable("NPC","NPC",false)
He’s not asking you to set canCollide to false, he suggested making a collision group out of all the rigs. This way the rigs can’t collide with each other, but they can collide with anything else.
I’ll try and see what I can do.
local PhysicsService = game:GetService("PhysicsService")
-- Physics functions
PhysicsService:CreateCollisionGroup("NPC")
PhysicsService:CollisionGroupSetCollidable("NPC","NPC",false)
for i, v in pairs(script.Parent:GetChildren()) do
if v:IsA("BasePart") then
PhysicsService:SetPartCollisionGroup(v, "NPC")
end
end
Is this good? Or do I still have to add more?
2 Likes
Sorry for the late reply, and yes, your good try it out and see if it works!
I think the npc stopped moving again after that.
Sorry, could you elaborate? What box are you talking about?