setCenterOfMass: Difference between revisions
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Killzone Kid (talk | contribs) (second arg is array) |
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|p1= myObject: [[Object]] |PARAMETER1= | |p1= myObject: [[Object]] |PARAMETER1= | ||
|p2= centerOfMass: [[Array]] | |p2= [centerOfMass, time]: [[Array]] |PARAMETER2= | ||
|p3= time: [[Number]] - transition time, 0 for instant center of mass transfer | | |p3= centerOfMass: [[Array]] - [x,y,z] offset relative to the model centre |PARAMETER3= | ||
|p4= time: [[Number]] - transition time, 0 for instant center of mass transfer |PARAMETER4= | |||
| [[Nothing]] |RETURNVALUE= | | [[Nothing]] |RETURNVALUE= |
Revision as of 23:57, 6 October 2019
Description
- Description:
- Changes the center of mass of an object smoothly during the given time (in seconds). A time of zero (or using the alternative syntax) means an immediate change.
- Groups:
- Uncategorised
Syntax
- Syntax:
- myObject setCenterOfMass [centerOfMass, time]
- Parameters:
- myObject: Object
- [centerOfMass, time]: Array
- centerOfMass: Array - [x,y,z] offset relative to the model centre
- time: Number - transition time, 0 for instant center of mass transfer
- Return Value:
- Nothing
Alternative Syntax
- Syntax:
- myObject setCenterOfMass centerOfMass
- Parameters:
- myObject: Object
- centerOfMass: Array - [x,y,z] offset relative to the model centre
- Return Value:
- Nothing
Examples
- Example 1:
myObject setCenterOfMass [[0,-1,0], 0.5];
- Example 2:
myObject setCenterOfMass [0,-1,0];
Additional Information
- See also:
- getCenterOfMasssetMassgetMass
Notes
-
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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. 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.