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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.
Object Manipulation


myObject setMass mass
myObject: Object
mass: Number
Return Value:

Alternative Syntax

myObject setMass [mass, time]
myObject: Object
mass: Number
time: Number
Return Value:


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

Additional Information

See also:
getMass setCenterOfMass getCenterOfMass


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Only post proven facts here! Add Note
Posted on 20 Jun, 2014 - 12:50
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 2015-03-26 - 15:02 (UTC)
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.