enableCollisionWith: Difference between revisions
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Killzone Kid (talk | contribs) No edit summary |
Lou Montana (talk | contribs) |
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|x1= <code>[_veh1, _veh2] [[remoteExecCall]] ["enableCollisionWith", 0, _veh1];</code> | |x1= <code>[_veh1, _veh2] [[remoteExecCall]] ["enableCollisionWith", 0, _veh1];</code> | ||
|seealso= [[collisionDisabledWith]] | |seealso= [[collisionDisabledWith]] [[disableCollisionWith]] | ||
}} | }} | ||
Revision as of 15:37, 20 January 2022
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:
[_veh1, _veh2] remoteExecCall ["enableCollisionWith", 0, _veh1];
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 April 5, 2015 - 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:
//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;
Both commands enableCollisionWith and disableCollisionWith, are very handy codes and could be used for example: map testing, mission editing and even animation cutscenes.