cokePanda
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| Joined: 30 Dec 2008 |
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| 04 Apr 2015 09:14 AM |
How would I make a Part which would only be Collideable with one brick, but not another?
So here's an example:
A Ball (Part1, unanchored) is rolling down a Wedge (Part2, anchored), but there's a Square (Part3, unanchored) in the way, but the Ball would not collide with Wedge (Part2), and roll down it, but wouldn't collide with the unanchored Square (Part3)
If I made it confusing, please ask questions |
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cokePanda
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cokePanda
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| 04 Apr 2015 09:44 AM |
| square.CanCollide = false? |
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| 04 Apr 2015 10:02 AM |
Check if the thing that touches the brick is the brick that you want. Then set cancollide to false and wait a few seconds and turn it to true. DUHHH |
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| 04 Apr 2015 10:03 AM |
square.Touched:connect(function(hit) if hit.Parent=Ball then ball.CanCollide=false --or whatever brick you want to not collide end end) |
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cokePanda
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| Joined: 30 Dec 2008 |
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| 04 Apr 2015 10:04 AM |
| What if the Part is unanchored? Then it will just fall. |
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cokePanda
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| 04 Apr 2015 10:16 AM |
| And that is what I'm asking for, the part which needs to be not collideable is not anchored |
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| 04 Apr 2015 11:05 AM |
...
That's how you would do it. |
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cokePanda
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| Joined: 30 Dec 2008 |
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| 04 Apr 2015 06:47 PM |
It is not.
While Part1 is Unanchored, and Part2 runs into it, Part1 is made Cancollideable - then it will fall off the baseplate, and I don't want that. |
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| 04 Apr 2015 08:07 PM |
| what are you trying to do? |
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| 04 Apr 2015 08:08 PM |
| btw you made it way too confusing |
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cokePanda
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| 04 Apr 2015 09:01 PM |
Let's make it easier to understand.
I have a racetrack, where Players would race on with cars, but the cars would not collide with eachother (none of their parts, not even wheels) - how would I do that?
If I just made the car Cancollide = false, then the car would fall through the track. |
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cokePanda
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morash
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| 04 Apr 2015 10:00 PM |
| Rewrite the physics engine. |
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TimeTicks
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| 05 Apr 2015 02:55 PM |
| why dont you want them to collide? It's more fun when you crash into eachother. |
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Miro034
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| Joined: 07 Oct 2009 |
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| 05 Apr 2015 03:27 PM |
| Hmm...I wrote like two paragraphs how to do it but I realized it was a mistake. |
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Miro034
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| 05 Apr 2015 03:28 PM |
| just wasted 7 mins of typing for this thread |
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Hibobb
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| 05 Apr 2015 03:31 PM |
Make cars float on the same relative Y axis position and just make all the cars non collidable.
Alpha release of my game. Send me any bugs you find with the gun. http://www.roblox.com/games/200667607/Sniper-Stuff-ALPHA |
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xLink123
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| 05 Apr 2015 03:31 PM |
| I think you could just constantly check if the Y axis of primary part is on for example 1 |
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cokePanda
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| 05 Apr 2015 03:37 PM |
| I guess I found the deep end of ROBLOX Lua lol |
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TexasOreo
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| 05 Apr 2015 03:39 PM |
Set FE to true.
Get a car, and then make a fake clone of that where every part has CanCollide set to false, and anchor it. The fake car should be created server side, and when the player touches the seat part, fire a remote function/event that will destroy the fake car locally and spawn the real car locally and have the player sit in it. At this point, other players will see you sitting in the fake car, when you are really sitting in the real car. You will not be able to collide with them. :D
(Just a thought, I have no idea if anything would prevent it) |
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cokePanda
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| Joined: 30 Dec 2008 |
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| 05 Apr 2015 03:52 PM |
There really isn't anything deeper to the Cancollide property, ROBLOX also doesn't support "virtual worlds" where you could jump from one to another (in the same server)...
Cars would have a copy in all worlds, but the person would be in a different world to everyone else while driving it - So cars of everyone would appear in all worlds, but would not collide - If you know what I mean... |
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Miro034
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| Joined: 07 Oct 2009 |
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| 05 Apr 2015 03:55 PM |
| I guess there is no other way. Unless stravant or some legendary scripter posts something. |
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