ENTITY
APPLY_FORCE_TO_ENTITY
0xC5F68BE9613E2D18
Jenkins: 0xC1C0855A
Signature
// ENTITY
void APPLY_FORCE_TO_ENTITY(Entity entity, int forceFlags, float x, float y, float z, float offX, float offY, float offZ, int boneIndex, BOOL isDirectionRel, BOOL ignoreUpVec, BOOL isForceRel, BOOL p12, BOOL p13)
Parameters
| Type | Name |
|---|---|
| Entity | entity |
| int | forceFlags |
| float | x |
| float | y |
| float | z |
| float | offX |
| float | offY |
| float | offZ |
| int | boneIndex |
| BOOL | isDirectionRel |
| BOOL | ignoreUpVec |
| BOOL | isForceRel |
| BOOL | p12 |
| BOOL | p13 |
Return type void
Build 323
Documentation
Documented here: gtaforums.com/topic/885669-precisely-define-object-physics/ gtaforums.com/topic/887362-apply-forces-and-momentums-to-entityobject/ forceFlags: First bit (lowest): Strong force flag, factor 100 Second bit: Unkown flag Third bit: Momentum flag=1 (vector (x,y,z) is a momentum, more research needed) If higher bits are unequal 0 the function doesn't applay any forces at all. (As integer possible values are 0-7) 0: weak force 1: strong force 2: same as 0 (2nd bit?) 3: same as 1 4: weak momentum 5: strong momentum 6: same as 4 7: same as 5 isLocal: vector defined in local (body-fixed) coordinate frame isMassRel: if true the force gets multiplied with the objects mass (this is why it was known as highForce) and different objects will have the same acceleration. p8 !!! Whenever I set this !=0, my script stopped.
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