Eventive
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| Joined: 28 Jul 2011 |
| Total Posts: 9827 |
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| 16 May 2017 06:05 PM |
local ps = game:GetService('PhysicsService') local model = script.Parent local G1 = model:WaitForChild("G1") local G2 = model:WaitForChild("G2")
ps:CreateCollisionGroup("Group1") ps:CreateCollisionGroup("Group2")
for i,v in pairs(G1:GetChildren()) do ps:SetPartCollisionGroup(v, "Group1") end for i,v in pairs(G2:GetChildren()) do ps:SetPartCollisionGroup(v, "Group2") end
ps:CollisionGroupSetCollidable("Group1", "Group2", false)
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Eventive
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| Joined: 28 Jul 2011 |
| Total Posts: 9827 |
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| 16 May 2017 06:05 PM |
It's not changing the parts in the two models collision
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BxdCat
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| Joined: 20 Jun 2013 |
| Total Posts: 374 |
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BxdCat
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| Joined: 20 Jun 2013 |
| Total Posts: 374 |
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| 16 May 2017 06:12 PM |
| False... I don't think you want that. but idk I'm new at lua... been learning it for 1 month |
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Eventive
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| Joined: 28 Jul 2011 |
| Total Posts: 9827 |
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| 16 May 2017 06:13 PM |
alse needs to be there
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Eventive
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| Joined: 28 Jul 2011 |
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Eventive
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| Joined: 28 Jul 2011 |
| Total Posts: 9827 |
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Soybeen
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| Joined: 17 Feb 2010 |
| Total Posts: 21462 |
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| 17 May 2017 02:11 PM |
Interesting, I've never seen that before, however after a little bit of research, it looks like CreateCollisionGroup() returns an ID for that new collision group.
Perhaps use CollisionGroupsAreCollidable ( string name1, string name2 ) to determine if those groups are appropriately being set
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Soybeen
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| Joined: 17 Feb 2010 |
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| 17 May 2017 02:12 PM |
And, I don't really know why they use ids for the collision groups, maybe just do some cross checking and ensure the parts really do belong to those ids/groups?
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Eventive
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| Joined: 28 Jul 2011 |
| Total Posts: 9827 |
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| 20 May 2017 11:14 AM |
everything in the script is in another script besides it doesnt do the i,v in pairs. it works just not the above one
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