From Bohemia Interactive Community
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Description
- Description:
- Changes the center of mass of an object smoothly during the given time (in seconds). A time of zero (or using the alternative syntax) means an immediate change.
- Groups:
- Object Manipulation
Syntax
- Syntax:
- myObject setCenterOfMass [centerOfMass, time]
- Parameters:
- myObject: Object
- centerOfMass: Array - [x,y,z] offset relative to the model centre
- time: Number - transition time, 0 for instant center of mass transfer
- Return Value:
- Nothing
- Syntax:
- myObject setCenterOfMass centerOfMass
- Parameters:
- myObject: Object
- centerOfMass: Array - [x,y,z] offset relative to the model centre
- Return Value:
- Nothing
Examples
- Example 1:
CopymyObject setCenterOfMass [[0,-1,0], 0.5];
- Example 2:
CopymyObject setCenterOfMass [0,-1,0];
Additional Information
- See also:
- getCenterOfMass setMass getMass
Notes
-
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Only post proven facts here!
Add Note
- Posted on 20 Jun, 2014 - 12:50
- ffur2007slx2_5
-
1.22 A quick reference:
unit
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The larger the mass is, the easier a unit will physically fatigued
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N/A
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aircraft
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The larger the mass is, the more sensitive an aircraft will react to joystick, vice versa.
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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)
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vehicle
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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.)
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Vehicle slant due to center change accordingly.
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