// this command stores a reference to the other object on both arguments:_obj1disableCollisionWith_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_obj1disableCollisionWith_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_obj2disableCollisionWith_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
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