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How would i go about can - colliding a character's body parts?

Asked by
Dexiber 272 Moderation Voter
4 years ago

So i am making a ragdoll script, and it looks pretty weird.

you could test this out with a script that i will give you below (make a local script inside of starter character scripts.)

full script:

local plr = game.Players.LocalPlayer
local char = plr.Character or plr.CharacterAdded:Wait()
local humanoidRootPart = char:WaitForChild("HumanoidRootPart")
humanoidRootPart.CanCollide = false
local humanoid = char:WaitForChild("Humanoid")
local camera = game.Workspace.CurrentCamera
local uis = game:GetService("UserInputService")

local hasRagdolled = false

uis.InputBegan:Connect(function(input)
    if input.KeyCode == Enum.KeyCode.R then
        if hasRagdolled == false then
            hasRagdolled = true
            for _, v in pairs(char:GetDescendants()) do
                if v:IsA("Motor6D") then
                    if v.Name ~= "" then
                        camera.CameraSubject = humanoidRootPart
                        humanoid.PlatformStand = true
                        humanoid.WalkSpeed = 0
                        humanoid.JumpPower = 0
                        v.Enabled = false
                        local a0 = Instance.new("Attachment")
                        a0.CFrame = v.C0
                        a0.Parent = v.Part0
                        local a1 = Instance.new("Attachment")
                        a1.CFrame = v.C1
                        a1.Parent = v.Part1
                        local ballSocketConstrait = Instance.new("BallSocketConstraint")
                        ballSocketConstrait.Parent = v.Part0
                        ballSocketConstrait.Attachment0 = a0
                        ballSocketConstrait.Attachment1 = a1
                    end
                end
            end

            for _, v in pairs(char:GetChildren()) do
                if v:IsA("BasePart") then
                    if v.Name ~= "HumanoidRootPart" then
                        v.CanCollide = true
                    end
                end
            end

        elseif hasRagdolled == true then
            hasRagdolled = false
            humanoid.JumpPower = 50
            humanoid.WalkSpeed = 16
            humanoid.PlatformStand = false
            for _, v in pairs(char:GetDescendants()) do
                if v:IsA("BallSocketConstraint") then
                    camera.CameraSubject = humanoid
                    v:Destroy()
                end
                if v:IsA("Motor6D") then
                    v.Enabled = true
                end

                for _, v in pairs(char:GetChildren()) do
                if v:IsA("BasePart") then
                    v.CanCollide = false
                end
            end

            end
        end
    end
end)

what i need help with:

local char = game.Players.LocalPlayer.Character

for _, v in pairs(char:GetChildren()) do
        if v:IsA("BasePart") then
        if v.Name ~= "HumanoidRootPart" then
            v.CanCollide = true
        end
    end
end

hopefully someone can help me with this.

1 answer

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Answered by 4 years ago

Do you have experience with collision groups? you could put them in a collision group and then put them in a different one when you want them to not collide

local phyicsService = game:GetService('PhysicsService')

local plr, other = 'Player', 'Other' -- groups

local setPlr = phyicsService:CreateCollisionGroup(plr)
local setNpc = phyicsService:CreateCollisionGroup(other)

phyicsService:CollisionGroupSetCollidable(plr, other, false)

function addToCollisionGroup(mod, group)
    for k, v in pairs(mod:GetChildren()) do
        if v:IsA('BasePart') then
            phyicsService:SetPartCollisionGroup(v, group)
        end
    end
end

addToCollisionGroup(workspace, other)

game.Players.PlayerAdded:Connect(function(player)
    player.CharacterAdded:Connect(function(char)
        addToCollisionGroup(char, plr) -- (model of player, player collision group)
    end)
end)

and when you need to change it you can do this:

phyicsService:CollisionGroupSetCollidable(plr, other, true)

hope this helped!

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