setMass

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Revision as of 11:36, 13 May 2019 by Killzone Kid (talk | contribs) (mp things)
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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.

When main syntax is used on local vehicle, the change is global. When alternative syntax is used with time transition on local vehicle, the gradual mass change doesn't happen on remote clients, only final mass is applied after the given time. If you need gradual change on remote clients too, remote execute setMass globally.
Groups:
Uncategorised

Syntax

Syntax:
myObject setMass [mass, time]
Parameters:
myObject: Object
[mass, time]: Array
mass: Number
time: Number
Return Value:
Nothing

Alternative Syntax

Syntax:
myObject setMass mass
Parameters:
myObject: Object
mass: Number
Return Value:
Nothing

Examples

Example 1:
myObject setMass [10,0.5];
Example 2:
myObject setMass 10;

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 (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.

Bottom Section

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.