Difference between revisions of "SetRigidBodyMass"
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imported>Haama (CS 1.0 stuff) |
imported>ZuTheSkunk (0 seems to be no movement, according to my observations, talk page and even USIP, where used zero to cause no movement on Mirili's Elytra.) |
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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, | 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, 0 being no movement (see talk page for details). | ||
[[Category: Functions]] | [[Category: Functions]] | ||
[[Category:Functions (CS)]] | |||
[[Category: Functions (CS 1.0)]] | [[Category: Functions (CS 1.0)]] | ||
[[Category: | [[Category: Inventory Functions]] | ||
[[Category: | [[Category: Inventory Functions (CS 1.0)]] | ||
<!-- Begin Search Terms | |||
Set | |||
Rigid | |||
Body | |||
Mass | |||
End Search Terms --> |
Latest revision as of 17:57, 10 July 2010
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, 0 being no movement (see talk page for details).