disableCollisionWith: Difference between revisions
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|x1= <code> | |x1= <code>[_veh1, _veh2] [[remoteExecCall]] ["disableCollisionWith", 0, _veh1];</code>|= EXAMPLE1 | ||
</code>|= EXAMPLE1 | |||
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Revision as of 18:51, 6 April 2018
Description
- Description:
- Disable collision between vehicles. This command doesn't disable collision between PhysX objects.
- Groups:
- Uncategorised
Syntax
- Syntax:
- vehicle disableCollisionWith vehicle
- Parameters:
- vehicle: Object
- vehicle: 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
Notes
Bottom Section
- 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 the 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 your 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