BIS fnc setVehicleMass: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (1 revision imported: BIS Functions update 7/7)
m (Some wiki formatting)
 
(17 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{RV|type=function


{{Function|= Comments
|game1= arma3
____________________________________________________________________________________________
|version1= 1.00


| arma3 |= Game name
|gr1= Object Manipulation


|1.00|= Game version
|arg= local
____________________________________________________________________________________________


| ''N/A'' |= Description
|eff= global
____________________________________________________________________________________________


| <!-- [] call [[BIS_fnc_setVehicleMass]]; --> |= Syntax
|descr= Set mass relative to the default vehicle mass (default mass being vehicle mass on first execution of this function).
|p1= |= Parameter 1


| |= Return value
|s1= [vehicle, animationInformation, massDifference] call [[BIS_fnc_setVehicleMass]]
____________________________________________________________________________________________


|x1= <code></code> |=
|p1= vehicle: [[Object]]
____________________________________________________________________________________________


| |= See also
|p2= animationInformation: [[Boolean]] or [[Array]] - (Optional, default <sqf inline>[]</sqf>)
* [[Boolean]] - [[true]] to take current animations mass in consideration, [[false]] to set "raw" mass
* [[Array]] - animation sources and phases to format ["animationSource1", 1, "animationSource2", 0, ...]


}}
|p3= massDifference: [[Number]] - (Optional, default 0) value to add to the mass (can be negative)
 
|r1= [[Boolean]] - success state
 
|x1= <sqf>
// default behaviour, change the mass according to the current phase of the animation sources
result = [this] call BIS_fnc_setVehicleMass;
result = [this, [], 0] call BIS_fnc_setVehicleMass;
</sqf>


<h3 style="display:none">Notes</h3>
|x2= <sqf>
<dl class="command_description">
// doesn't care about the current phase of animations, it will change the mass for the given sources
<!-- Note Section BEGIN -->
result = [this, ["source1", 1, "source2", 0]] call BIS_fnc_initVehicle;
</sqf>


<!-- Note Section END -->
|x3= <sqf>
</dl>
// will do the same as the first example, then subtract 150 to the mass
result = [this, [], -150] call BIS_fnc_initVehicle;
</sqf>


<h3 style="display:none">Bottom Section</h3>
|seealso= [[setMass]] [[setCenterOfMass]]
[[Category:Function Group: Vehicles|{{uc:setVehicleMass}}]]
}}
[[Category:Functions|{{uc:setVehicleMass}}]]
[[Category:{{Name|arma3}}: Functions|{{uc:setVehicleMass}}]]

Latest revision as of 15:59, 13 July 2022

Hover & click on the images for description

Description

Description:
Set mass relative to the default vehicle mass (default mass being vehicle mass on first execution of this function).
Execution:
call
Groups:
Object Manipulation

Syntax

Syntax:
[vehicle, animationInformation, massDifference] call BIS_fnc_setVehicleMass
Parameters:
vehicle: Object
animationInformation: Boolean or Array - (Optional, default [])
  • Boolean - true to take current animations mass in consideration, false to set "raw" mass
  • Array - animation sources and phases to format ["animationSource1", 1, "animationSource2", 0, ...]
massDifference: Number - (Optional, default 0) value to add to the mass (can be negative)
Return Value:
Boolean - success state

Examples

Example 1:
// default behaviour, change the mass according to the current phase of the animation sources result = [this] call BIS_fnc_setVehicleMass; result = [this, [], 0] call BIS_fnc_setVehicleMass;
Example 2:
// doesn't care about the current phase of animations, it will change the mass for the given sources result = [this, ["source1", 1, "source2", 0]] call BIS_fnc_initVehicle;
Example 3:
// will do the same as the first example, then subtract 150 to the mass result = [this, [], -150] call BIS_fnc_initVehicle;

Additional Information

See also:
setMass setCenterOfMass

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