disableCollisionWith: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
No edit summary |
||
Line 15: | Line 15: | ||
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.}} | ||
{{Feature|Warning|Each object can | {{Feature|Warning|Each object can only reference 1 other object for disabled collision. In OOP languages (like C#), this would be equivalent to: | ||
<enforce> | |||
obj1.disableCollisionWith = obj2; | |||
obj2.disableCollisionWith = obj1; | |||
</enforce> | |||
This means that an object can only be involved in only 1 '''pair''' for disabled collision. So {{hl|obj1}} can have disabled collision with {{hl|obj2, obj3, ..., objN}}. But if {{hl|objN}} wants to disable collision with another object {{hl|objM}}, it cannot have a disabled collision with {{hl|obj1}} anymore. Because {{hl|objN}} would then be involved in 2 pairs: {{hl|[obj1, objN]}} and {{hl|[objN, objM]}}. | |||
}} | |||
{{Feature|Informative|Try to think of this command as if it forms a two-way link between disabled objects, and keep in mind that each object can only have 1 link with another object. As long as at least a one-way link exists, collision remains disabled: | {{Feature|Informative|Try to think of this command as if it forms a two-way link between disabled objects, and keep in mind that each object can only have 1 link with another object. As long as at least a one-way link exists, collision remains disabled: | ||
<sqf> | <sqf> |
Revision as of 17:29, 29 August 2022
Description
- Description:
- Disable collision between vehicles. This command doesn't disable collision between PhysX objects. The collision is always disabled for both objects in the arguments, i.e. vehicle1 with vehicle2 and vehicle2 with vehicle1
- Groups:
- Object Manipulation
Syntax
- Syntax:
- vehicle1 disableCollisionWith vehicle2
- Parameters:
- vehicle1: Object
- vehicle2: Object
- Return Value:
- Nothing
Examples
- Example 1:
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
- 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: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// 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; - Posted on May 29, 2018 - 06:58 (UTC)
- bloodwyn1756
- This command does not disable the roadway LOD.