setMass: Difference between revisions
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|x1= <code>myObject setMass [10,0.5]</code>|= EXAMPLE1 | |x1= <code>myObject [[setMass]] [10,0.5];</code>|= EXAMPLE1 | ||
|x2= <code>myObject setMass 10</code>|= EXAMPLE2 | |x2= <code>myObject [[setMass]] 10;</code>|= EXAMPLE2 | ||
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Revision as of 02:37, 10 September 2014
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.
- Groups:
- Uncategorised
Syntax
- Syntax:
- myObject setMass [mass, time]
- Parameters:
- myObject: Object
- [mass, time]: Array
- mass: Number
- time: Number
- Return Value:
- Nothing
Alternative Syntax
Examples
Additional Information
- See also:
- getMasssetCenterOfMassgetCenterOfMass
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.