setMass

From Bohemia Interactive Community
Revision as of 17:12, 21 June 2021 by Lou Montana (talk | contribs) (Text replacement - "local" to "local")
Jump to navigation Jump to search
Hover & click on the images for description

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.
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:
Object Manipulation

Syntax

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

Alternative Syntax

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

Examples

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

Additional Information

See also:
getMasssetCenterOfMassgetCenterOfMass

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
Arma 3 logo black.png1.22 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.