Between lines 35-37 is where the categorization from the character concurs. I just need help categorizing this process into ROBLOX groups nor teams. I would greatly appreciate if you were to help.
Reference to project : (https://developer.roblox.com/en-us/articles/Collision-Filtering-Team-Doors)
local PhysicsService = game:GetService("PhysicsService") local blueDoors = "BlueDoors" local redDoors = "RedDoors" -- Create door collision groups PhysicsService:CreateCollisionGroup(blueDoors) PhysicsService:CreateCollisionGroup(redDoors) -- Add doors to their proper collision group PhysicsService:SetPartCollisionGroup(workspace.BlueDoor, blueDoors) PhysicsService:SetPartCollisionGroup(workspace.RedDoor, redDoors) local bluePlayers = "BluePlayers" local redPlayers = "RedPlayers" -- Create player collision groups PhysicsService:CreateCollisionGroup(bluePlayers) PhysicsService:CreateCollisionGroup(redPlayers) local function setCollisionGroup(character, groupName) for _, child in ipairs(character:GetChildren()) do if child:IsA("BasePart") then PhysicsService:SetPartCollisionGroup(child, groupName) end end character.DescendantAdded:Connect(function(descendant) if descendant:IsA("BasePart") then PhysicsService:SetPartCollisionGroup(descendant, groupName) end end) end local Players = game:GetService("Players") local function onPlayerAdded(player) --HELP1 local function onCharacterAdded(character) --HELP2 setCollisionGroup(character, bluePlayers) --HELP3 end player.CharacterAdded:Connect(onCharacterAdded) end Players.PlayerAdded:Connect(onPlayerAdded) PhysicsService:CollisionGroupSetCollidable(blueDoors, bluePlayers, false) PhysicsService:CollisionGroupSetCollidable(redDoors, redPlayers, false)
Thank you.
Not sure but MAYBE this: You can't use some part of what ur doing. When you did player.CharacterAdded:Connect(onCharacterAdded), replace it with this (line 39)
onCharacterAdded(player.Character)