enableCollisionWith: Difference between revisions
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|descr= Cancels the effects of [[disableCollisionWith]]. The collision is always enabled for both objects in the arguments, i.e. vehicle1 with vehicle2 and vehicle2 with vehicle1 | |descr= Cancels the effects of [[disableCollisionWith]]. The collision is always enabled for both objects in the arguments, i.e. vehicle1 with vehicle2 and vehicle2 with vehicle1 | ||
{{Feature|warning|Each object can contain only 1 reference to the object it disabled collision with. This command sets this reference to null. Therefore the command might not work as expected when trying to enable collisions with some objects but not other.}} | |||
|s1= vehicle1 [[enableCollisionWith]] vehicle2 | |s1= vehicle1 [[enableCollisionWith]] vehicle2 | ||
Line 19: | Line 20: | ||
|r1= [[Nothing]] | |r1= [[Nothing]] | ||
|x1= < | |x1= <sqf>[_veh1, _veh2] remoteExecCall ["enableCollisionWith", 0, _veh1];</sqf> | ||
|seealso= [[disableCollisionWith]] | |seealso= [[collisionDisabledWith]] [[disableCollisionWith]] | ||
}} | }} | ||
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<dt></dt> | <dt></dt> | ||
<dd class="notedate">Posted on | <dd class="notedate">Posted on 2015-04-05 - 00:13 (UTC)</dd> | ||
<dt class="note">[[User:Ranwer|Ranwer]]</dt> | <dt class="note">[[User:Ranwer|Ranwer]]</dt> | ||
<dd class="note"> | <dd class="note"> | ||
'''enableCollisionWith''' is a script that when you apply it to an object, it will be solid and the player will not be able to go through it. However, if you want your unit to go through it, you may want to use the '''disableCollisionWith''' command. An example for this is: | '''enableCollisionWith''' is a script that when you apply it to an object, it will be solid and the player will not be able to go through it. However, if you want your unit to go through it, you may want to use the '''disableCollisionWith''' command. An example for this is: | ||
< | <sqf> | ||
//name of unit in editor such as player1 | |||
//name of object in editor such as car1 | //name of object in editor such as car1 | ||
Line 40: | Line 42: | ||
car1 disableCollisionWith player1; | car1 disableCollisionWith player1; | ||
</ | </sqf> | ||
Both commands '''enableCollisionWith''' and '''disableCollisionWith''', are very handy codes and could be used for example: map testing, mission editing and even animation cutscenes. | Both commands '''enableCollisionWith''' and '''disableCollisionWith''', are very handy codes and could be used for example: map testing, mission editing and even animation cutscenes. | ||
Latest revision as of 19:48, 3 September 2024
Description
- Description:
- Cancels the effects of disableCollisionWith. The collision is always enabled for both objects in the arguments, i.e. vehicle1 with vehicle2 and vehicle2 with vehicle1
- Groups:
- Object Manipulation
Syntax
- Syntax:
- vehicle1 enableCollisionWith vehicle2
- Parameters:
- vehicle1: Object
- vehicle2: Object
- Return Value:
- Nothing
Examples
- Example 1:
Additional Information
- See also:
- collisionDisabledWith disableCollisionWith
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 2015-04-05 - 00:13 (UTC)
- Ranwer
-
enableCollisionWith is a script that when you apply it to an object, it will be solid and the player will not be able to go through it. However, if you want your unit to go through it, you may want to use the disableCollisionWith command. An example for this is:
Both commands enableCollisionWith and disableCollisionWith, are very handy codes and could be used for example: map testing, mission editing and even animation cutscenes.//name of unit in editor such as player1 //name of object in editor such as car1 car1 enableCollisionWith player1; //to make your unit go through the car, use the below and make sure you know what your doing! car1 disableCollisionWith player1;