they changed physicsservice, it’s not an error it still works fine it’s just a depreciation error like Enum.RaycastFilterType.Blacklist, it wont change anything
it does because the mobs dont spawn
they don’t spawn because you don’t set the position of the newmob and its position is probably set some random place
they dont spawn at the position i set…
what’s the script you’re using to spawn the mobs with
see this is the function I use to spawn enemies
function Wave:Spawn()
local WaveData = self.Waves[self.Wave];
local Enemies = WaveData.enemies;
if(not Enemies) then
warn("! Wave " .. self.Wave .. " skipped due to improper formatting. The wave in question: ", self.Waves[self.Wave]);
return;
end
local Map = workspace:WaitForChild("Map")
local Tag = script:WaitForChild("EnemyTag", 2)
if not Tag then
warn("Could not find enemytag. Forcing continuation.")
return;
end
local Waypoints,Path,Settings,Exit,Start = table.unpack(require(Map:FindFirstChildOfClass("ModuleScript")))
local spawning = false;
task.spawn(function()
local cTime = os.time();
spawning = true;
for i,v in pairs(Enemies) do
print(v, Enemies, WaveData);
if cTime + v.SpawnDelay >= os.time() then
for i=1,v.Amount do
task.spawn(function()
local Enemy = ServerStorage.Enemies:FindFirstChild(v.EnemyId)
if Enemy then
Enemy = Enemy:Clone()
for a,b in pairs(Enemy.Head:GetChildren()) do
if b.Name == "HeadWeld" then
b:Destroy();
end
end
local nTag = Tag:Clone()
nTag.Parent = Enemy
nTag.Adornee = Enemy.Head
local rotCFrame = CFrame.lookAt(Start.Position,(Waypoints[1] or Exit).Position)
Enemy.Parent = workspace.EnemyContainer
Enemy.HumanoidRootPart.CFrame = rotCFrame
coroutine.wrap(function()
EnemyManager:CreateEnemy(Enemy);
end)()
else
warn("Enemy " .. v .. " could not be found.")
end
end)
task.wait(v.DelaySpawning or 1);
end
end
end
spawning = false;
end)
while task.wait() do
if ((#workspace.EnemyContainer:GetChildren() == 0 and not spawning) or SkipWave.Value == true) then
break;
end
end
SkipWave.Value = false;
self.WaveTimer:Stop()
self:AdvanceWave()
end
you see how I set the CFrame of the enemy’s humanoidrootpart
replace line 29 with
object.CollisionGroup = "Mob"
i got the mobs to spawn but the effort is to make the mobs not collide with the other mobs, heres what my table looks like
i did that and it worked for me
just need the mobs to not collide with eachother
PhysicsService:CollisionGroupSetCollidable("Mob","Mob",false)
that’s easy! just do
PhysicsService:CollisionGroupSetCollidable("Mob", "Mob", false)
also check this out
on what line
???
It just needs to be in the beginning line of a serverscript
in line 3 okokokokok ok
in line 3 ok
they still colide with eachother
oh, before line 3, add a new line then put PhysicsService:RegisterCollisionGroup("Mob")
cuz without it the collision group Mob still dont exist
are you even setting the mob’s collision group to mob
for i,v in pairs(EnemyModel:GetDescendants()) do
if v:IsA("BasePart") then
if v.Anchored then
v.Anchored = false;
end
PhysicsService:SetPartCollisionGroup(v,"Enemies")
end
end