So for my gamemode I’m trying to make a prop that basically acts like a “blueprint” or “ghost”. The reason I’m calling it a blueprint is because once you have the resources needed, you will be able to build the blueprint to make it “real”. Other specifics of this are that the prop will only collide with the world, NPCs will not act like it’s an obstruction, bullets and weapons will not affect it, and yet you should still be able to interact with it through tracing and by moving it around with gravgun or physgun. I also want other players to be able to see it too so clientside models are out of the question.
I’ve tried going at it in a couple different angles, but they never quite turn out like how I want it. I tried using collision groups and messing with the physics, movetype, and solid-ness of the prop, but I just can’t get it right. The main problem is that as long as it’s traceable, NPCs will always see it as an obstacle and bullets will always hit it. I found that props become untraceable when you make them not solid. Unfortunately, once these props are not solid anymore, they are free to fall right through the world.
Now ideally I would like to be able to freeze and unfreeze these props by pressing a certain key and would like if you had to use the gravity gun to move them around. I would also like them to have physics and collide with the world, but at the same time be untraceable so NPCs and bullets don’t interact with them. However, I’m open to alternative ways to have “blueprint” props work or even completely different ways to spawn props for my gamemode.
Any ideas? Thanks.