setMass: Difference between revisions
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|x2= <code>myObject [[setMass]] 10;</code> | |x2= <code>myObject [[setMass]] 10;</code> | ||
|seealso= [[getMass]] | |seealso= [[getMass]] [[setCenterOfMass]], [[getCenterOfMass]] | ||
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Revision as of 17:54, 20 January 2022
Description
- Description:
- Changes the mass of a PhysX object. When using the alternative syntax the mass change is gradual during the given time. A time of zero means immediate change.
- Groups:
- Object Manipulation
Syntax
Alternative Syntax
- Syntax:
- myObject setMass [mass, time]
- Parameters:
- myObject: Object
- mass: Number
- time: Number
- Return Value:
- Nothing
Examples
Additional Information
- See also:
- getMass setCenterOfMassgetCenterOfMass
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 (Except when AFM is enabled). 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. - Posted on March 26, 2015 - 15:02 (UTC)
- N3croo
- If you intend to use setMass in conjunction with ropeCreate in MP i highly recommend to first ropeCreate then setMass (on clientside). RopeCreate in MP will set the mass of the attached object to the server value upon execution.