awake: Difference between revisions
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m (Reverted edits by R3vo (talk) to last revision by Lou Montana) Tag: Rollback |
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(2 intermediate revisions by 2 users not shown) | |||
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|x1= <sqf>_object awake false;</sqf> | |x1= <sqf>_object awake false;</sqf> | ||
|x2= Since 2.10: <sqf>_deadUnit awake true;</sqf> | |x2= Since 2.10: <sqf>_deadUnit awake true;</sqf> | ||
|x3= Make corpse react to explosion (since 2.10): <sqf>_deadUnit addEventHandler ["Explosion", | |x3= Make corpse react to explosion (since 2.10): <sqf> | ||
_deadUnit addEventHandler ["Explosion", | |||
{ | { | ||
params ["_unit", "_damage"]; | params ["_unit", "_damage"]; | ||
Line 30: | Line 31: | ||
_unit awake true; | _unit awake true; | ||
_unit awake false; | _unit awake false; | ||
}];</sqf> | }]; | ||
</sqf> | |||
|seealso= [[isAwake]] [[addTorque]] [[addForce]] [[vectorModelToWorld]] [[vectorModelToWorldVisual]] [[selectionPosition]] | |seealso= [[isAwake]] [[addTorque]] [[addForce]] [[vectorModelToWorld]] [[vectorModelToWorldVisual]] [[selectionPosition]] | ||
}} | }} |
Latest revision as of 17:19, 10 October 2024
Description
- Description:
- Wakes up sleeping PhysX object or puts a PhysX object to sleep. In 2.10 this command can be used on corpses of type Man and has no effect on alive units. When unit gets killed it goes into ragdoll state for a short while, then the units get frozen and any simulation and collision is removed to save system resources. As a result, corpses do not react to their surrounding any more. Using this command will temporarily re-enable ragdoll state of a corpse to the same state it was when unit died. If this command is used in "enable/disable" sequence on a dead body, it gives the corpse a visible nudge (See example 3).
- Groups:
- Object Manipulation
Syntax
- Syntax:
- object awake awake
- Parameters:
- object: Object - PhysX object or dead unit
- awake: Boolean - true to awake the object, false - to put it to sleep
- Return Value:
- Nothing
Examples
- Example 1:
- Example 2:
- Since 2.10:
- Example 3:
- Make corpse react to explosion (since 2.10):
Additional Information
Notes
-
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