In the first post you state that you want players to pass through “each others” but then state “i can’t use filters because i need collision between players”. From reading your other post and your comments here, I believe you are trying to achieve the following:
Have certain groups of players interact/collide with other certain groups of players (not not stop their movement/physics inertia), and have all players/groups of players collide with walls.
If this is not accurate, please correct me. If it is accurate, then using the collision groups in combination with the non-physics collision logic would serve your purposes:
http://www.coronalabs.com/blog/2013/07/23/tutorial-non-physics-collision-detection/
This describes how you can detect when one object overlaps (or collides) with another, without actually using physics to accomplish the ad-hoc collision.