disableCollisionWith: Difference between revisions

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|gr1= Object Manipulation
|gr1= Object Manipulation


|descr= Disable collision between vehicles. This command doesn't disable collision between PhysX objects.
|descr= Disable collision between provided objects. The collision is always disabled for both objects in the arguments.
{{Feature|important|Command has to be executed where objects are [[local]], and as long as they don't change locality, the effect of this command will be global.<br>
{{Feature|important|
If the two objects are not local to the same computer, then it has to be executed on both computers to achieve the desired effect.<br>
* this command does not disable collision between PhysX objects
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.}}
* this command has to be executed where objects are [[Multiplayer Scripting#Locality|local]], and as long as they do not change locality, the effect of this command will be global:
** if the two objects are not local to the same computer, then it has to be executed on both computers to achieve the desired 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
* the feature works by having an object registering a reference to the other object; this command stores such reference on both objects - see {{Link|#Example 3}}
}}


|s1= object [[disableCollisionWith]] object
|s1= vehicle1 [[disableCollisionWith]] vehicle2


|p1= object: [[Object]]
|p1= vehicle1: [[Object]]


|p2= object: [[Object]]
|p2= vehicle2: [[Object]]


|r1= [[Nothing]]
|r1= [[Nothing]]


|x1= <code>[_veh1, _veh2] [[remoteExecCall]] ["disableCollisionWith", 0, _veh1];</code>
|x1= <sqf>player disableCollisionWith myWall;</sqf>


|seealso= [[enableCollisionWith]]
|x2= <sqf>[_veh1, _veh2] remoteExecCall ["disableCollisionWith", 0, _veh1];</sqf>
 
|x3= <sqf>
// this command stores a reference to the other object on both arguments:
_obj1 disableCollisionWith _obj2; // _obj1 has a reference to _obj2, disabling collision with it
// _obj2 has a reference to _obj1, disabling collision with it
 
// only one reference is required to disable collision, allowing more than one disabled collision
_obj1 disableCollisionWith _obj3; // _obj1 has a reference to _obj3, disabling collision with it
// _obj2 has a reference to _obj1, disabling collision with it
// _obj3 has a reference to _obj1, disabling collision with it
// factually, _obj1 has collisions disabled with _obj2 and _obj3
 
// note that _obj1 collision can be changed without using the command on it directly
_obj2 disableCollisionWith _obj3; // _obj1 has no more reference to _obj3 and can collide with it
// _obj2 has a reference to _obj3, disabling collision with it
// _obj3 has a reference to _obj2, disabling collision with it
</sqf>
 
|seealso= [[collisionDisabledWith]] [[enableCollisionWith]]
}}
}}


<dl class="command_description">
{{Note
 
|user= Ranwer
<dt><dt>
|timestamp= 20150404120300
<dd class="notedate">Posted on April 4, 2015 - 12:03 (UTC)</dd>
|text= [[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]].
<dt class="note">[[User:Ranwer|Ranwer]]</dt>
<dd class="note">
[[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]].
<br>
<br>
An example for this is:  
An example for this is:  
<code>{{cc|name of unit in editor such as player1}}
<sqf>
{{cc|name of object in editor such as barrel1}}
// name of unit in editor such as player1
barrel1 [[disableCollisionWith]] player1;
// name of object in editor such as barrel1
barrel1 disableCollisionWith player1;


{{cc|to make the barrel solid again, do this as vice versa if you know what you are doing!}}
// to make the barrel solid again, do this as vice versa if you know what you are doing!
barrel1 enableCollisionWith player1;</code>
barrel1 enableCollisionWith player1;
</sqf>
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
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
</dd>
}}


<dt><dt>
{{Note
<dd class="notedate">Posted on May 29, 2018 - 06:58 (UTC)</dd>
|user= bloodwyn1756
<dt class="note">[[User:bloodwyn1756|bloodwyn1756]]</dt>
|timestamp= 20180529065800
<dd class="note">
|text= This command does not disable the roadway LOD.
This command does not disable the roadway LOD.
}}
</dd>
 
</dl>

Latest revision as of 11:29, 30 August 2022

Hover & click on the images for description

Description

Description:
Disable collision between provided objects. The collision is always disabled for both objects in the arguments.
  • this command does not disable collision between PhysX objects
  • this command has to be executed where objects are local, and as long as they do not change locality, the effect of this command will be global:
    • if the two objects are not local to the same computer, then it has to be executed on both computers to achieve the desired 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
  • the feature works by having an object registering a reference to the other object; this command stores such reference on both objects - see Example 3
Groups:
Object Manipulation

Syntax

Syntax:
vehicle1 disableCollisionWith vehicle2
Parameters:
vehicle1: Object
vehicle2: Object
Return Value:
Nothing

Examples

Example 1:
player disableCollisionWith myWall;
Example 2:
[_veh1, _veh2] remoteExecCall ["disableCollisionWith", 0, _veh1];
Example 3:
// this command stores a reference to the other object on both arguments: _obj1 disableCollisionWith _obj2; // _obj1 has a reference to _obj2, disabling collision with it // _obj2 has a reference to _obj1, disabling collision with it // only one reference is required to disable collision, allowing more than one disabled collision _obj1 disableCollisionWith _obj3; // _obj1 has a reference to _obj3, disabling collision with it // _obj2 has a reference to _obj1, disabling collision with it // _obj3 has a reference to _obj1, disabling collision with it // factually, _obj1 has collisions disabled with _obj2 and _obj3 // note that _obj1 collision can be changed without using the command on it directly _obj2 disableCollisionWith _obj3; // _obj1 has no more reference to _obj3 and can collide with it // _obj2 has a reference to _obj3, disabling collision with it // _obj3 has a reference to _obj2, disabling collision with it

Additional Information

See also:
collisionDisabledWith 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
Ranwer - c
Posted on Apr 04, 2015 - 12:03 (UTC)
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
bloodwyn1756 - c
Posted on May 29, 2018 - 06:58 (UTC)
This command does not disable the roadway LOD.