addForce: Difference between revisions

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|seealso= [[addTorque]] [[awake]] [[isAwake]] [[vectorModelToWorld]] [[vectorModelToWorldVisual]] [[selectionPosition]]
|seealso= [[addTorque]] [[awake]] [[isAwake]] [[vectorModelToWorld]] [[vectorModelToWorldVisual]] [[selectionPosition]] [[disableBrakes]] [[brakesDisabled]]
}}
}}

Revision as of 15:11, 29 November 2021

Hover & click on the images for description

Description

Description:
Applies impulse force to given PhysX object at given position.
Since Arma 3 v2.04 the command works on units as well:
For more information see NVIDIA docs.
Groups:
Object Manipulation

Syntax

Syntax:
object addForce [force, position]
Parameters:
object: Object - PhysX object or unit
force: Array - in format [x,y,z], force vector in world space. Force is in Newton
position: Array - in format [x,y,z], in object's relative position
Return Value:
Nothing

Examples

Example 1:
Apply force [0,1000,0] defined in world space (not factoring object actual positioning) to object position [1,0,0]: _object addForce [[0,1000,0], [1,0,0]];
Example 2:
Apply force [0,1000,0] defined in model space (relative to object) to object position [1,0,0]: _object addForce [_object vectorModelToWorld [0,1000,0], [1,0,0]];
Example 3:
Can be used on units since Arma 3 v2.04:if (local bob) then { [] spawn { bob addForce [bob vectorModelToWorld [0,-200,0], bob selectionPosition "rightfoot"]; sleep 5; bob setUnconscious false; }; };

Additional Information

See also:
addTorque awake isAwake vectorModelToWorld vectorModelToWorldVisual selectionPosition disableBrakes brakesDisabled

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