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SetMass

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Introduced with Arma 3 version 1.02
  Arguments of this scripting command have to be local to the client the command is executed onEffects of this scripting command are broadcasted over the network and happen on every computer in the network

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开始使用于

游戏:
Arma 3
版本:
1.02

描述

描述:
Changes the mass of an object smoothly during the given time (in seconds). A time of zero (or using the alternative syntax) means an immediate change.

基本句法

句法:
myObject setMass [mass, time]
参数:
myObject: Object

[mass, time]: Array

mass: Number

time: Number
返回值:
Nothing

替代句法

句法:
myObject setMass mass
参数:
myObject: Object

mass: Number
返回值:
Nothing

范例

范例1:
myObject setMass [10,0.5];

范例2:
myObject setMass 10;

额外资讯

多人游戏:
-
也可以看看:

getMasssetCenterOfMassgetCenterOfMass

注意事项

此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.
新增注意事项 | 如何新增?

Notes

Posted on 20 Jun, 2014 - 12:50
ffur2007slx2_5
(ArmA3 1.22) A quick reference:

category setMass setCenterOfMass
unit The larger the mass is, the easier a unit will physically fatigued N/A
aircraft The larger the mass is, the more sensitive an aircraft will react to joystick, vice versa (Except when AFM is enabled). 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)
vehicle 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.) Vehicle slant due to center change accordingly.

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Posted on March 26, 2015 - 15:02 (UTC)
N3croo

If you intend to use setMass in conjunction with ropeCreate in MP i highly recommend to first ropeCreate then setMass (on clientside). RopeCreate in MP will set the mass of the attached object to the server value upon execution.


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