Difference between revisions of "SetRigidBodyMass"
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imported>Maturin |
imported>Deathbane27 |
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SetRigidBodyMass 80 | SetRigidBodyMass 80 | ||
This command will set the mass of an object, which determines how much it moves when the player bumps it or hits it with a weapon. Valid values are 0-100, 100 being no movement. | This command will set the mass of an object, which determines how much it moves when the player bumps it or hits it with a weapon. Valid values are 0-100, 100 being no movement. | ||
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Note: The above is incorrect in my observations. Based on my experience, the higher the value, the more it bounces. | |||
*0 = no movement | |||
*100 = normal | |||
*Values larger than 100 can actually cause the object to gain momentum when it bounces. | |||
Using this function on objects with skeletons (NPCs, creatures, etc.) causes the "bones" to stretch or contract. --[[User:Deathbane27|Deathbane27]] 06:31, 14 August 2006 (EDT) | |||
[[Category: Functions]] | [[Category: Functions]] | ||
[[Category: Object Functions]] | [[Category: Object Functions]] |
Revision as of 05:31, 14 August 2006
Syntax:
SetRigidBodyMass fMass
Example:
SetRigidBodyMass 80
This command will set the mass of an object, which determines how much it moves when the player bumps it or hits it with a weapon. Valid values are 0-100, 100 being no movement.
Note: The above is incorrect in my observations. Based on my experience, the higher the value, the more it bounces.
- 0 = no movement
- 100 = normal
- Values larger than 100 can actually cause the object to gain momentum when it bounces.
Using this function on objects with skeletons (NPCs, creatures, etc.) causes the "bones" to stretch or contract. --Deathbane27 06:31, 14 August 2006 (EDT)