enableCollisionWith: Difference between revisions
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| | | Cancels the effects of [[disableCollisionWith]]. |= Description | ||
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|x1= <code> | |x1= <code>[_veh1, _veh2] [[remoteExecCall]] ["enableCollisionWith", 0, _veh1];</code>|= EXAMPLE1 | ||
</code>|= EXAMPLE1 | |||
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Revision as of 19:00, 6 April 2018
Description
- Description:
- Cancels the effects of disableCollisionWith.
- Groups:
- Uncategorised
Syntax
- Syntax:
- vehicle enableCollisionWith vehicle
- Parameters:
- vehicle: Object
- vehicle: Object
- Return Value:
- Nothing
Examples
- Example 1:
[_veh1, _veh2] remoteExecCall ["enableCollisionWith", 0, _veh1];
Additional Information
- See also:
- disableCollisionWith
Notes
-
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Notes
Bottom Section
- 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.