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
is there a way to check if a collision group is set.
also there are multiple posts that are already posted in the past that already has solutions. please search in the devforum before you create a post, so you avoid repeating or spam
ik you dont understand collisikn groups yet, but sometimes you have to force yourself out of your comfort zone to achieve something! dont be afraid to fail, failure makes you stronger! ik you will get better at scripting
did you even check his original code? it’s already in line 29
don’t think so, are you sure you used setcollidable?
i checked the mobs when they get spawned in, they do get the mobs collision group in the humanoid root part
it could possibly be something wrong with my table
does your enemy model have meshparts or unions in them
its drooling zombie free model from toolbox
check everything in default! because if you dont everyone will fall if the map
yes there is it’s IsCollisionGroupRegistered("Mob")
yeah collision groups work fine with the model for me, using
for i,v in pairs(workspace:GetChildren()) do
if v.Name == "Drooling Zombie" then
for c,d in pairs(v:GetDescendants()) do
if d:IsA("BasePart") then game:GetService("PhysicsService"):SetPartCollisionGroup(d,"Enemies") end
end
end
end
just saying the collision groups are set idk why they arent working tho
well, try put this in your main script
local PhysicsService = game:GetService("PhysicsService")
PhysicsService:CreateCollisionGroup("Mob")
PhysicsService:CollisionGroupSetCollidable("Mob","Mob",false)
in default everything must be checked, in mob everything checked except mob, in player check everything
use RegisterCollisionGroup instead of CreateCollisionGroup
and also he doesnt need to create a new collision group called “Mob” if ge already made one in the first place