ENTITY
APPLY_FORCE_TO_ENTITY_CENTER_OF_MASS
0x18FF00FC7EFF559E
Jenkins: 0x28924E98
Signature
// ENTITY
void APPLY_FORCE_TO_ENTITY_CENTER_OF_MASS(Entity entity, int forceType, float x, float y, float z, BOOL p5, BOOL isDirectionRel, BOOL isForceRel, BOOL p8)
Parameters
| Type | Name |
|---|---|
| Entity | entity |
| int | forceType |
| float | x |
| float | y |
| float | z |
| BOOL | p5 |
| BOOL | isDirectionRel |
| BOOL | isForceRel |
| BOOL | p8 |
Return type void
Build 323
Documentation
Applies a force to the specified entity. **List of force types (p1)**: public enum ForceType { MinForce = 0, MaxForceRot = 1, MinForce2 = 2, MaxForceRot2 = 3, ForceNoRot = 4, ForceRotPlusForce = 5 } Research/documentation on the gtaforums can be found here https://gtaforums.com/topic/885669-precisely-define-object-physics/) and here https://gtaforums.com/topic/887362-apply-forces-and-momentums-to-entityobject/. p6/relative - makes the xyz force not relative to world coords, but to something else p7/highForce - setting false will make the force really low
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