addTorque: Difference between revisions

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|p6=  |= Parameter 6
|p6=  |= Parameter 6
| [[Nothing]] |= Return Value
| [[Nothing]] |= Return Value
|x1= _wheel addTorque [1000,0,0]; |= Example 1
|x1= Apply torque [1000,0,0] to object not factoring object positioning:
| - |= See Also
<code>_wheel addTorque [1000,0,0];</code>|= Example 1
|x2= Apply torque [1000,0,0] relative to object:
<code>_wheel addTorque (_wheel vectorModelToWorld [1000,0,0]);</code>|= Example 2
|[[addForce]], [[vectorModelToWorld]], [[vectorModelToWorldVisual]] |= See Also
}}
}}



Revision as of 12:59, 2 June 2017

Hover & click on the images for description

Description

Description:
Applies torque to given object. Torque force is defined as vector [x, y, z] applied in world space. If you need to define torque in model space, convert the torque vector first by vectorModelToWorld or vectorModelToWorldVisual command.
Groups:
Uncategorised

Syntax

Syntax:
object addTorque [x, y, z]
Parameters:
object: Object
[x, y, z]: Array
Return Value:
Nothing

Examples

Example 1:
Apply torque [1000,0,0] to object not factoring object positioning: _wheel addTorque [1000,0,0];
Example 2:
Apply torque [1000,0,0] relative to object: _wheel addTorque (_wheel vectorModelToWorld [1000,0,0]);

Additional Information

See also:
addForcevectorModelToWorldvectorModelToWorldVisual

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note

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