i think you're looking for
SetObject3DPhysicsGroupAndMask().
unfortunately, the help is not much help but i think it's bitwise collision masks which i've only used once (and, in 2D, for
Liberator) so i'm not too comfortable explaining but my setup there:
//CATEGORY STUFF
GLOBAL PlayerCAT, PlayerBulCAT, EnemyCAT, EnemyBulCAT, ObjectCAT,BariCAT
PlayerCAT = %0000000000000010
PlayerBulCAT = %0000000000000100
EnemyCAT = %0000000000001000
EnemyBulCAT = %0000000000010000
ObjectCAT = %0000000000000001
BariCAT = %0000000000100000
//COLLIDE BITS STUFF
GLOBAL PlayerCBITS, PlayerBulCBITS, EnemyCBITS, EnemyBulCBITS, ObjectCBits, BariCBITS
PlayerCBITS = %0000000000111001
PlayerBulCBITS = %0000000000101001
EnemyCBITS = %0000000000100111
EnemyBulCBITS = %0000000000100011
ObjectCBits = %0000000000111111
BariCBITS = %0000000000101011
basically, i have 6 different collision groups and a collision on/off when a given group interacts with another.
so, for example, the barricades... the player and enemies will colliide with them but the bullets pass through. and, everything collides with "objects" which are the buildings and trees in the game. player bullets don't collide with themselves nor enemy bullets and vice versa, but do collide with enemy tanks, etc.. when an enemy is destroyed, i change its collision mask (i think i make it a barrier vs enemy) so that it acts the way i want it.
i had some help from Scraggle when i was setting that up and i believe i understand the concept so sharing but i may not be 100%
again, that's 2D but i expect similar here. perhaps someone else can shed more light?
i'll try to find the mask stuff in
the Source to see if there is more insight but you could play with the command and test, in the meantime.
add, a system like this may be more than you need as i'd call it entering into more advanced handling. if you simply want an object to stop interacting with the physics world, delete the physics body and move the object manually?
then:
SetObject3DPhysicsFriction(2,0)
SetObject3DPhysicsRollingFriction(2,0)
SetObject3DPhysicsAnisotropicFriction (2,0)
do work. not sure why they are mentioned as part of the question but i also don't know what you expect from their use?