Difference between revisions of "SetRigidBodyMass"

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imported>JOG
(moved discussion to talk page)
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.)
 
(5 intermediate revisions by 5 users not shown)
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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, 0 being no movement (see talk page for details).




----
[[Category: Functions]]
 
[[Category:Functions (CS)]]
Note: The above is incorrect in my observations. Based on my experience, the higher the value, the more it bounces.
[[Category: Functions (CS 1.0)]]
 
[[Category: Inventory Functions]]
*0 = no movement
[[Category: Inventory Functions (CS 1.0)]]
*100 = normal
*Values larger than 100 can actually cause the object to gain momentum when it bounces.
 


 
<!-- Begin Search Terms
[[Category: Functions]]
Set
[[Category: Object Functions]]
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).