setMass: Difference between revisions
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{{RV|type=command | {{RV|type=command | ||
| arma3 | |game1= arma3 | ||
|version1= 1.02 | |||
|1.02 | |||
|arg= local | |arg= local | ||
Line 11: | Line 10: | ||
|gr1= Object Manipulation | |gr1= Object Manipulation | ||
| 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. | |descr= 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.{{Feature | important | When main syntax is used on [[Multiplayer Scripting#Locality|local]] vehicle, the change is global. When alternative syntax is used with time transition on [[Multiplayer Scripting#Locality|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, [[remoteExec | remote execute]] [[setMass]] globally. }} | ||
{{Feature | important | 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, [[remoteExec | remote execute]] [[setMass]] globally. }} | |||
| myObject [[setMass]] mass | |s1= myObject [[setMass]] mass | ||
|p1= | |p1= myObject: [[Object]] | ||
|p2= | |p2= mass: [[Number]] | ||
| [[Nothing]] | |r1= [[Nothing]] | ||
|s2= myObject [[setMass]] [mass, time] | |s2= myObject [[setMass]] [mass, time] | ||
|p21= | |p21= myObject: [[Object]] | ||
|p22= | |p22= mass: [[Number]] | ||
|p23= | |p23= time: [[Number]] | ||
|r2= [[Nothing]] | |r2= [[Nothing]] | ||
|x1= < | |x1= <sqf>myObject setMass [10, 0.5];</sqf> | ||
|x2= < | |x2= <sqf>myObject setMass 10;</sqf> | ||
|seealso= [[getMass]] | |seealso= [[getMass]] [[setCenterOfMass]] [[getCenterOfMass]] | ||
}} | }} | ||
<dl class="command_description"> | <dl class="command_description"> | ||
<dt></dt> | <dt></dt> | ||
<dd class="notedate">Posted on 20 Jun, 2014 - 12:50</dd> | <dd class="notedate">Posted on 20 Jun, 2014 - 12:50</dd> | ||
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|} | |} | ||
<dt></dt> | <dt></dt> | ||
<dd class="notedate">Posted on | <dd class="notedate">Posted on 2015-03-26 - 15:02 (UTC)</dd> | ||
<dt class="note">[[User:N3croo|N3croo]]</dt> | <dt class="note">[[User:N3croo|N3croo]]</dt> | ||
<dd class="note"> | <dd class="note"> | ||
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RopeCreate in MP will set the mass of the attached object to the server value upon execution. | RopeCreate in MP will set the mass of the attached object to the server value upon execution. | ||
</dd> | </dd> | ||
</dl> | </dl> |
Latest revision as of 23:06, 13 May 2023
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.
- Groups:
- Object Manipulation
Syntax
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:
- getMass setCenterOfMass getCenterOfMass
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
-
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. - Posted on 2015-03-26 - 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.