addTorque: Difference between revisions
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(Created page with "{{Command|= ____________________________________________________________________________________________ |arma3 |= Game |dev|= Game Version |arg= |= Multiplayer Arguments |ef...") |
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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: | ||
| | <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
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
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
Notes
-
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