As you can see in a previous post of myself, i had trouble making limbs invisible. i ultimately did it but now im trying to do the torso able to trespass objects, heres the script
game.Players.PlayerAdded:Connect(function(Player) Player.CharacterAdded:Connect(function(Character) Character.Archivable = true while wait(0.1) do local clonedCharacter = Character:Clone() clonedCharacter.Parent = game.Workspace local delete = clonedCharacter:FindFirstChild("HumanoidRootPart") local Parts = clonedCharacter:GetChildren() for i,v in pairs(Parts) do if v:IsA("Accessory") then v.Handle.Transparency = 0.5 v.Handle.CanCollide = false elseif v:IsA("BasePart") then local PhysicsService = game:GetService("PhysicsService") local CharacterGroup = "CharacterGroup" local ClonedCharacterGroup = "ClonedCharacterGroup" PhysicsService:CreateCollisionGroup(CharacterGroup) PhysicsService:CreateCollisionGroup(ClonedCharacterGroup) local Ch1 = Character local Ch2 = clonedCharacter PhysicsService:SetPartCollisionGroup(Ch1, CharacterGroup) PhysicsService:SetPartCollisionGroup(Ch2, ClonedCharacterGroup) PhysicsService:CollisionGroupSetCollidable(CharacterGroup, ClonedCharacterGroup, false) v.Transparency = 0.5 v.CanCollide = false v.Anchored = true end delete:Destroy() end end end) end)
Error: Parameter 2 must be BasePart in SetPartCollisionGroup / Line of error: 24
All help appreciated thanks.
SetPartCollisionGroup
can only work with a Part or BasePart
. You are trying to set the character's model. Instead, use a loop to find all base parts inside the character model.
game.Players.PlayerAdded:Connect(function(Player) Player.CharacterAdded:Connect(function(Character) Character.Archivable = true while wait(0.1) do local clonedCharacter = Character:Clone() clonedCharacter.Parent = game.Workspace local delete = clonedCharacter:FindFirstChild("HumanoidRootPart") local Parts = clonedCharacter:GetChildren() for i,v in pairs(Parts) do if v:IsA("Accessory") then v.Handle.Transparency = 0.5 v.Handle.CanCollide = false elseif v:IsA("BasePart") then local PhysicsService = game:GetService("PhysicsService") local CharacterGroup = "CharacterGroup" local ClonedCharacterGroup = "ClonedCharacterGroup" PhysicsService:CreateCollisionGroup(CharacterGroup) PhysicsService:CreateCollisionGroup(ClonedCharacterGroup) local Ch1 = Character local Ch2 = clonedCharacter for _, v in pairs(Ch1:GetChildren()) do if v:IsA("BasePart") then PhysicsService:SetPartCollisionGroup(v, CharacterGroup) end end for _, v in pairs(Ch2:GetChildren()) do if v:IsA("BasePart") then PhysicsService:SetPartCollisionGroup(v, ClonedCharacterGroup) end end PhysicsService:CollisionGroupSetCollidable(CharacterGroup, ClonedCharacterGroup, false) v.Transparency = 0.5 v.CanCollide = false v.Anchored = true end delete:Destroy() end end end) end)