setCenterOfMass: Difference between revisions
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{{ | {{RV|type=command | ||
| arma3 |= | |game1= arma3 | ||
|version1= 1.02 | |||
|arg= local | |||
|eff= global | |||
| | |gr1= Object Manipulation | ||
| 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. | |descr= 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. | ||
|myObject | |s1= myObject [[setCenterOfMass]] [centerOfMass, time] | ||
|p1= myObject: [[Object]] | |p1= myObject: [[Object]] | ||
|p2= | |p2= centerOfMass: [[Array]] - [x,y,z] offset relative to the model centre | ||
|p3= time: [[Number]] | |p3= time: [[Number]] - transition time, 0 for instant center of mass transfer | ||
| [[Nothing]] | |r1= [[Nothing]] | ||
|s2= myObject | |s2= myObject [[setCenterOfMass]] centerOfMass | ||
|p21= | |p21= myObject: [[Object]] | ||
|p22= | |p22= centerOfMass: [[Array]] - [x,y,z] offset relative to the model centre | ||
|r2= [[Nothing]] | |r2= [[Nothing]] | ||
|x1= < | |x1= <sqf>myObject setCenterOfMass [[0,-1,0], 0.5];</sqf> | ||
|x2= < | |x2= <sqf>myObject setCenterOfMass [0,-1,0];</sqf> | ||
| [[getCenterOfMass]] | |seealso= [[getCenterOfMass]] [[setMass]] [[getMass]] | ||
}} | |||
<dl class="command_description"> | |||
<dt></dt> | |||
<dd class="notedate">Posted on 20 Jun, 2014 - 12:50</dd> | |||
<dt class="note">[[User:ffur2007slx2_5|ffur2007slx2_5]]</dt> | |||
<dd class="note"> | |||
{{GVI|arma3|1.22}} A quick reference: | |||
{| class="wikitable sortable" | |||
| | ! 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. | |||
|} | |||
</dl> | </dl> | ||
Latest revision as of 12:19, 17 May 2022
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:
- Object Manipulation
Syntax
- Syntax:
- myObject setCenterOfMass [centerOfMass, time]
- Parameters:
- myObject: Object
- 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:
- getCenterOfMass setMass getMass
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
- Posted on 20 Jun, 2014 - 12:50
- ffur2007slx2_5
-
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.