Arma 3 Scripting

Command in PhysX

addTorque

Also available as Markdown and JSON, or read the original wiki page.

Description

Applies torque (rotation momentum) to the center of mass of the given object. Torque force is defined as vector [x, y, z] applied in world space. If you need to define torque in model space, convert the torque vector first by vectorModelToWorld or vectorModelToWorldVisual command. The torque applied as impulse. Diagram below explain which way the object would rotate. For more information see NVIDIA docs

Note

A single application of torque would produce one impulse, which may not be enough. In this case consider applying a series of continuous impulses, for example to make a quad bike to roll forward:

onEachFrame { quad addTorque (quad vectorModelToWorld [100,0,0]) };

Important

This command doesn't follow convention for torque direction, which obeys right-hand rule. To comply, negate all values in the vector.

Syntax

object addTorque torque

Parameters:

Returns: Nothing

Examples

Example 1

Apply torque [1000,0,0] to object not factoring object positioning:

_wheel addTorque [1000,0,0];

Example 2

Apply torque [1000,0,0] relative to object:

_wheel addTorque (_wheel vectorModelToWorld [1000,0,0]);

See also

addForce · awake · isAwake · vectorModelToWorld · vectorModelToWorldVisual · disableBrakes · brakesDisabled