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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