disableCollisionWith: Difference between revisions
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If one or both objects change locality, the command needs to be executed again on the new [[owner]]'s machine(s) to maintain the effect.}} | If one or both objects change locality, the command needs to be executed again on the new [[owner]]'s machine(s) to maintain the effect.}} | ||
|s1= | |s1= vehicle1[[disableCollisionWith]] vehicle2 | ||
|p1= | |p1= vehicle1: [[Object]] | ||
|p2= | |p2= vehicle2: [[Object]] | ||
|r1= [[Nothing]] | |r1= [[Nothing]] |
Revision as of 12:06, 9 October 2021
Description
- Description:
- Disable collision between vehicles. This command doesn't disable collision between PhysX objects.
- Groups:
- Object Manipulation
Syntax
- Syntax:
- vehicle1disableCollisionWith vehicle2
- Parameters:
- vehicle1: Object
- vehicle2: Object
- Return Value:
- Nothing
Examples
- Example 1:
[_veh1, _veh2] remoteExecCall ["disableCollisionWith", 0, _veh1];
Additional Information
- See also:
- enableCollisionWith
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- Posted on April 4, 2015 - 12:03 (UTC)
- Ranwer
-
disableCollisionWith is basically a script that when you apply it to an object, and your unit can go through it like a ghost. However, if you wish the object to be solid again, you may wish to use enableCollisionWith.
An example for this is:// name of unit in editor such as player1 // name of object in editor such as barrel1 barrel1 disableCollisionWith player1; // to make the barrel solid again, do this as vice versa if you know what you are doing! barrel1 enableCollisionWith player1;
On a side note: this can come in handy a lot if you want a unit to sit on the back of a car or on top of a container - Posted on May 29, 2018 - 06:58 (UTC)
- bloodwyn1756
- This command does not disable the roadway LOD.