addForce: Difference between revisions
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|gr1= Object Manipulation |GROUP1= | |gr1= Object Manipulation |GROUP1= | ||
| Applies force to given object at given position. Force is defined as vector [x, y, z] in world space, position is vector [x, y, z] in model space. If you need to define force in model space, use [[vectorModelToWorld]] or [[vectorModelToWorldVisual]] commands first. The force applied as impulse. For more information see [http://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/apireference/files/classPxRigidBody.html#a22b0a1ef0b6c5656a6063c5c38f5679c NVIDIA docs]|DESCRIPTION= | | Applies force to given object at given position. Force is defined as vector [x, y, z] in world space, position is vector [x, y, z] in model space. If you need to define force in model space, use [[vectorModelToWorld]] or [[vectorModelToWorldVisual]] commands first. The force applied as impulse. For more information see [http://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/apireference/files/classPxRigidBody.html#a22b0a1ef0b6c5656a6063c5c38f5679c NVIDIA docs]|DESCRIPTION= | ||
| object '''addForce''' [force, position] |SYNTAX= | | object '''addForce''' [force, position] |SYNTAX= | ||
|p1= object: [[Object]] - PhysX object |PARAMETER1= | |p1= object: [[Object]] - PhysX object |PARAMETER1= |
Revision as of 00:05, 17 January 2021
Description
- Description:
- Applies force to given object at given position. Force is defined as vector [x, y, z] in world space, position is vector [x, y, z] in model space. If you need to define force in model space, use vectorModelToWorld or vectorModelToWorldVisual commands first. The force applied as impulse. For more information see NVIDIA docs
- Groups:
- Object Manipulation
Syntax
- Syntax:
- object addForce [force, position]
- Parameters:
- object: Object - PhysX object
- [force, position]: Array
- force: Array - force vector (in world space) in format [x,y,z]
- position: Array - model PositionRelative to which force is applied in format [x,y,z]
- 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]:
_object addForce [_object vectorModelToWorld [0,1000,0],[1,0,0]];
Additional Information
Notes
-
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