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|gr1= Object Manipulation | |gr1= Object Manipulation | ||
|descr= Applies force to given object at given position. | |descr= Applies impulse force to unit or given PhysX object at given position. | ||
{{Feature|informative|For more information see {{Link|http://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/apireference/files/classPxRigidBody.html|NVIDIA docs}}.}} | |||
|s1= object [[addForce]] | |s1= object [[addForce]] [force, position, setUnconscious] | ||
|p1= object: [[Object]] - PhysX object | |p1= object: [[Object]] - PhysX object or {{GVI|arma3|2.04|size= 0.75}}{{Icon|localargument|24}} unit, in which case the unit must be local and will be [[setUnconscious|set unconscious]] | ||
|p2= force: [[Array]] - | |p2= force: [[Array]] - in format [x,y,z], force vector in '''world''' space; force is expressed in {{Link|https://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/apireference/files/structPxForceMode.html|Newton}} | ||
| | |p3= position: [[Array]] - in format [x,y,z], in ''object''<nowiki/>'s [[Position#PositionRelative|relative position]] | ||
|p4= setUnconscious: [[Boolean]] - (Optional, default [[true]]) only applies to "CAManBase" ''object''; set to [[false]] to keep the person conscious | |||
|p4since= arma3 2.18 | |||
|r1= [[Nothing]] | |r1= [[Nothing]] | ||
|x1= Apply force [0,1000,0] defined in world space (not factoring object actual positioning) to object position [1,0,0]: | |x1= Apply force [0,1000,0] defined in world space (not factoring object actual positioning) to object position [1,0,0]: | ||
< | <sqf>_object addForce [[0,1000,0], [1,0,0]];</sqf> | ||
|x2= Apply force [0,1000,0] defined in model space (relative to object) to object position [1,0,0]: | |x2= Apply force [0,1000,0] defined in model space (relative to object) to object position [1,0,0]: | ||
< | <sqf>_object addForce [_object vectorModelToWorld [0,1000,0], [1,0,0]];</sqf> | ||
|x3= | |x3= Can be used on units since {{arma3}} v2.04: | ||
<sqf> | |||
if (local bob) then | |||
{ | { | ||
bob | 0 spawn | ||
{ | |||
bob addForce [bob vectorModelToWorld [0,-200,0], bob selectionPosition "rightfoot"]; | |||
sleep 5; | |||
bob setUnconscious false; | |||
}; | |||
}; | |||
</sqf> | |||
|x4= <sqf> | |||
player addForce [player vectorModelToWorld [0, -1, 0], [0, 1, 0], false]; // not unconscious | |||
</sqf> | |||
|seealso= [[addTorque]] | |seealso= [[addTorque]] [[awake]] [[isAwake]] [[vectorModelToWorld]] [[vectorModelToWorldVisual]] [[selectionPosition]] [[disableBrakes]] [[brakesDisabled]] | ||
}} | }} |
Latest revision as of 13:27, 13 May 2024
Description
- Description:
- Applies impulse force to unit or given PhysX object at given position.
- Groups:
- Object Manipulation
Syntax
- Syntax:
- object addForce [force, position, setUnconscious]
- Parameters:
- object: Object - PhysX object or 2.04LALocal unit, in which case the unit must be local and will be set unconscious
- force: Array - in format [x,y,z], force vector in world space; force is expressed in Newton
- position: Array - in format [x,y,z], in object's relative position
- since 2.18
- setUnconscious: Boolean - (Optional, default true) only applies to "CAManBase" object; set to false to keep the person conscious
- Return Value:
- Nothing
Examples
- Example 1:
- Apply force [0,1000,0] defined in world space (not factoring object actual positioning) to object position [1,0,0]:
_object addForce [[0,1000,0], [1,0,0]];
- Example 2:
- Apply force [0,1000,0] defined in model space (relative to object) to object position [1,0,0]:
- Example 3:
- Can be used on units since Arma 3 v2.04:
if (local bob) then { 0 spawn { bob addForce [bob vectorModelToWorld [0,-200,0], bob selectionPosition "rightfoot"]; sleep 5; bob setUnconscious false; }; };
- Example 4:
Additional Information
- See also:
- addTorque awake isAwake vectorModelToWorld vectorModelToWorldVisual selectionPosition disableBrakes brakesDisabled
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