---
name: "disableCollisionWith"
type: command
status: ok
groups: ["Object Manipulation"]
arma3_since: "0.50"
locality: {"argument": "local", "effect": "global", "server_exec": false}
source: https://community.bistudio.com/wiki/disableCollisionWith
revid: 370442
updated: 2024-12-09T20:57:09Z
---

# disableCollisionWith

*Command · Object Manipulation · Arma 3 v0.50*

Locality: arguments **local** · effect **global**

## 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](../topics/Multiplayer_Scripting.md#locality), 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](../commands/owner.md)'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](../commands/disableCollisionWith.md#example-3)

## Syntax

```sqf
vehicle1 disableCollisionWith vehicle2
```

**Parameters:**

- `vehicle1`: [Object](../topics/Object.md)
- `vehicle2`: [Object](../topics/Object.md)

**Returns:** [Nothing](../topics/Nothing.md)

## Examples

### Example 1

```sqf
player disableCollisionWith myWall;
```

### Example 2

```sqf
[_veh1, _veh2] remoteExecCall ["disableCollisionWith", 0, _veh1];
```

### Example 3

```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
```

## See also

[collisionDisabledWith](../commands/collisionDisabledWith.md) · [enableCollisionWith](../commands/enableCollisionWith.md) · [setPhysicsCollisionFlag](../commands/setPhysicsCollisionFlag.md)

## Community notes

**Ranwer** — 2015-04-04

[disableCollisionWith](../commands/disableCollisionWith.md) 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](../commands/enableCollisionWith.md).

An example for this is:

```sqf
// 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** — 2018-05-29

This command does not disable the roadway LOD.

<sub>Source: [BI Community Wiki — disableCollisionWith](https://community.bistudio.com/wiki/disableCollisionWith) (revision 370442).</sub>
