setMass

From Bohemia Interactive Community
Jump to: navigation, search
Introduced with Arma 3 version 1.02
  Arguments of this scripting command have to be local to the client the command is executed onEffects of this scripting command are broadcasted over the network and happen on every computer in the network

Click on the images for descriptions

Introduced in

Game:
Arma 3
Version:
1.02

Description

Description:
Changes the mass of an object smoothly during the given time (in seconds). A time of zero (or using the alternative syntax) means an immediate change.

Syntax

Syntax:
myObject setMass [mass, time]
Parameters:
myObject: Object
[mass, time]: Array
mass: Number
time: Number
Return Value:
Nothing

Alternative Syntax

Syntax:
myObject setMass mass
Parameters:
myObject: Object
mass: Number
Return Value:
Nothing

Examples

Example 1:
myObject setMass [10,0.5];
Example 2:
myObject setMass 10;

Additional Information

Multiplayer:
-
See also:
getMasssetCenterOfMassgetCenterOfMass

Notes

Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To

Notes

Posted on 20 Jun, 2014 - 12:50
ffur2007slx2_5
(ArmA3 1.22) A quick reference:
category setMass setCenterOfMass
unit The larger the mass is, the easier a unit will physically fatigued N/A
aircraft The larger the mass is, the more sensitive an aircraft will react to joystick, vice versa (Except when AFM is enabled). Aircraft slant due to center change accordingly, and the position of the camera view will be altered relatively at the same time. (3rd person view)
vehicle The larger the mass is, the slower a vehicle drives (Ships will sink), vice versa. (Land vehicle performs like a bouncing ball while ships accelerated pretty speedy.) Vehicle slant due to center change accordingly.

Bottom Section

Posted on March 26, 2015 - 15:02 (UTC)
N3croo
If you intend to use setMass in conjunction with ropeCreate in MP i highly recommend to first ropeCreate then setMass (on clientside). RopeCreate in MP will set the mass of the attached object to the server value upon execution.