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Introduced with Arma 3 version 1.021.02
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
Hover & click on the images for descriptions


Changes the mass of a PhysX object. When using the alternative syntax the mass change is gradual during the given time. A time of zero means immediate change.

When main syntax is used on local vehicle, the change is global. When alternative syntax is used with time transition on local vehicle, the gradual mass change doesn't happen on remote clients, only final mass is applied after the given time. If you need gradual change on remote clients too, remote execute setMass globally.


myObject setMass mass
myObject: Object
mass: Number
Return Value:

Alternative Syntax

myObject setMass [mass, time]
myObject: Object
mass: Number
time: Number
Return Value:


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

Additional Information

See also:


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Posted on 20 Jun, 2014 - 12:50
(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.

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Posted on March 26, 2015 - 15:02 (UTC)
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.