Of the Custom Character? I no longer have it as it wasn’t working how I’d like. There was also a small delay that was noticeable when you changed the Character to the Prop.
Welding the Prop to the part and doing the CanCollide stuff is seamless and there is no delay though like in the main post, there are some problems which I’m trying to fix.
The code posted to set collisions is unnecessary because those parts already have their collisions turned off. The only parts that have collisions enabled in rigs are torsos, heads and root parts.
Collision groups won’t be effective for parts with CanCollide set to false since they can only be used on parts with CanCollide set to true, but I don’t understand why you can’t use CGs for the aforementioned list of parts? You can easily make it so that players don’t collide with each other while being able to move around on the map.
Create a collision group. Set all BasePart descendants of a character to this collision group.
Make the collision group unable to collide with itself, but able to collide with the Default group.
Done. One collision group, can’t walk through other players but can walk on the map.
As for the “strange behaviour” of being able to walk through walls and on top of stairs, your character is being kept up from the internal downcasting done to keep humanoids above ground.
Can you explain how I can easily make players not collide with each other while also making everything above the legs of Hiders not collide-able with the map?
Pretty sure that requires 2 collision groups or doing the method that I’ve been talking about which has problems such as walking through walls due to how internal code checks for collisions.
I’m guessing I might be overcomplicating it? But I’ve been trying to figure out a solution since yesterday and haven’t.
Just re-read your edited reply, that’s not what I’m asking for.
I want players to be able to walk through each other and everything above the legs for Hiders cannot collide with the map.
Cannot collide meaning go through (I keep having to remind myself)
I don’t think there’s any easy way to do that without redoing your morphing paradigm or trying something completely wild.
Right now, from the code you posted, I assume that you’re using a full character rig. When a hider changes into a prop, the prop is welded to them and the rest of their body is made invisible. I’m often accustomed to prop systems removing legs to avoid the issue of collisions.
As far as making players not collide with each other, CollisionGroups are the only real option you have (and an excellent option at that). That’s off the table. The remaining concern is to prevent anything above a player’s legs from colliding with the map then. Huh.
I don’t believe I have any concrete solution for that, aside from what I mentioned. Using two CollisionGroups may not to be your favour. I would’ve suggested splitting characters into two CollisionGroups; one for the upper and one for the lower body.
How much of the torso do you need not to collide with the map? Are you able to keep LowerTorso with CanCollide, or do you also need that not to collide? I feel like you have to fight against the backend of Humanoids while also trying to figure out this issue of collisions.
Just tested with the CollisionGroup idea that you said, sadly I can’t use that as it pushes me around the map (I tried with making them not collidable with the Default group, then tried putting all the parts in the map in a Map collision group, but same outcome.
I talked to the creator of Blox Hunt and he said he removes the legs on the R6 characters in his game.
I tried that with R15, but even when the HRP was set to cancollide = false they weren’t on the floor. I tried changing the HipHeight but even at 0 it was still above the ground. I couldn’t find a right value, it just went instantly from being okay but still above the floor to pushing me about (even when still ablove the floor).
You see, the thing is that I know this is possible because I’ve seen it done before. I just can’t quite figure it out. I spent about 30 minutes trying to create a repro based on this last night to see if I could figure it out; I haven’t quite been able to crack the code yet.
The sliding effect is a side effect of hip height being too low. Most likely you’ll want to change the density and elasticity of all of the collidable parts also to prevent bouncing. I’d also suggest setting HipHeight to anything above 0.1 because a HipHeight of 0 causes problems.
Move the HumanoidRootPart up by the hipheight you set. That will make sure that the bottom of the visual model touches the ground but the humanoid can still stand.
What I mean is weld the parts to the HRP offset to the HRP so that the HRP has room to stand on the ground. When I mean move the HRP I mean move the HRP relative to the other parts in the character.
HipHeight being 0 causes the sliding issue if the HRP is contacting with the ground. You need the HRP to not touch the ground. Move the HRP upwards by the HipHeight BEFORE welding your parts.
Also I am talking about the sliding issue with the custom character. The custom character should be invisible and the parts of your prop should be welded to the HRP
Even if that did fix it, I don’t want to go with the Custom Character as there is a small delay from when you change the Character of the Player to the Prop Character.
You can see here that there are 3 groups that the player cannot collide with. There’s a group for parts that won’t collide with players. Npcs (pest) can’t collide with players. There another group for parts that can collide with players, but not anything else. Players cannot collide with each other. You can make multiple groups and just untick where you don’t want them to collide with each other. Make sure all parts are CanCollide = true for it to work.
Put a script inside StarterPlayer > StarterCharacterScripts to set all parts inside the player to the collision group you want:
for _,part in script.Parent:GetDescendants() do
if part:IsA("BasePart") then
part.CollisionGroup = "players"
end
end
ETA: I just noticed after I posted the respond that the original post was in 2019. Someone must have bumped it up. I hope my response can help others needing a solution to collision parts.
Hello!
Perhaps try to set only the walls to “cannot collide” , in “Collision”, under “Part properties?”. I hope I understood your question correctly, and helped you!