Description
Disable collision between provided objects. The collision is always disabled for both objects in the arguments.
Important
- 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
Syntax
vehicle1 disableCollisionWith vehicle2
Parameters:
Returns: Nothing
Examples
Example 1
player disableCollisionWith myWall;
Example 2
[_veh1, _veh2] remoteExecCall ["disableCollisionWith", 0, _veh1];
Example 3
_obj1 disableCollisionWith _obj2;
_obj1 disableCollisionWith _obj3;
_obj2 disableCollisionWith _obj3;
See also
collisionDisabledWith · enableCollisionWith · setPhysicsCollisionFlag
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:
barrel1 disableCollisionWith player1;
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
This command does not disable the roadway LOD.