WebAug 16, 2024 · Using this, I was able to create a new collision group entirely, completely separate from the original "Default" collision group. This way the local descendants' job is now to add this new collision group to the bricks I want to be non-collidable with my raycast, replacing the original "Default" collision group in the process. ... WebThe player actor is always collision group "player". You can manage what happens to it by using the On Hit - "Player" in other actors or by clicking into a scene and using the scene …
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WebYou can specify some collision/deflector objects which deflect a specific portion of the effector force using the Field Absorption value. 100% absorption results in no force getting through the collision/deflector … WebI believe you can make bricks that don't collide with some players. I want it to collide with players but not certain terrain or objects. unfortunately doesn't look possible : (. You can make the terrain local and give physics control of the model to the server. But a true system where you can decide what can affect what physically is not ... city speed 500 eq
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WebDec 16, 2024 · So basically, I wrote a script to handle collision groups: local physicService = game:GetService('PhysicsService') local playerService = game:GetService('Players') local playersGroup = physicService:CreateCollisionGroup('players') local npcsGroup = physicService:CreateCollisionGroup('npcs') … WebWe are a nationally recognized, state-of-the-art collision repair company that started in 1983 with one location in Atlanta, GA, now we have over 175 locations. At Classic … WebDec 15, 2024 · To change the group, click the drop down box next to “Group” while the bodies you want to change are selected. This will give you options for every group possible. Choose one for the body other than the group the hair is in. Most models use “1” for the body bodies. Changing the group is pretty easy. city speakeasy nyc