{"name":"addTorque","operator":null,"title":"addTorque","type":"command","url":"https://community.bistudio.com/wiki/addTorque","revid":377433,"updated":"2026-01-02T06:46:20Z","groups":["PhysX"],"status":"ok","replaced_by":[],"games":[{"game":"arma3","name":"Arma 3","version":"1.72"}],"since":{"game":"arma3","name":"Arma 3","version":"1.72"},"arma3_since":"1.72","branch":null,"locality":{"argument":"global","effect":"global","server_exec":false},"exec":null,"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](http://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/apireference/files/classPxRigidBody.html#acb04ffc816d45afff2d04e93d7446e79)\n\n> [!NOTE]\n> 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:\n>\n> ```sqf\n> onEachFrame { quad addTorque (quad vectorModelToWorld [100,0,0]) };\n> ```\n\n> [!IMPORTANT]\n> This command doesn't follow convention for torque direction, which obeys right-hand rule. To comply, negate all values in the vector.","syntaxes":[{"syntax":"object addTorque torque","since":null,"effect":null,"exec":null,"params":[{"name":"object","type":"Object","optional":false,"default":null,"description":"PhysX object","types":["Object"],"since":null,"text":"object: Object - PhysX object"},{"name":"torque","type":"Vector3D","optional":false,"default":null,"description":"world vector in format [x,y,z]","types":["Vector3D"],"since":null,"text":"torque: Vector3D - world vector in format [x,y,z]"}],"returns":{"type":"Nothing","types":["Nothing"],"description":null,"text":"Nothing"},"form":"binary","operator":null,"left":{"text":"object","types":["Object"]},"right":{"text":"torque","types":["Vector3D"]}}],"examples":[{"text":"Apply torque [1000,0,0] to object not factoring object positioning:\n\n```sqf\n_wheel addTorque [1000,0,0];\n```","code":["_wheel addTorque [1000,0,0];"]},{"text":"Apply torque [1000,0,0] relative to object:\n\n```sqf\n_wheel addTorque (_wheel vectorModelToWorld [1000,0,0]);\n```","code":["_wheel addTorque (_wheel vectorModelToWorld [1000,0,0]);"]}],"multiplayer":null,"problems":null,"aliases":[],"see_also":["addForce","awake","isAwake","vectorModelToWorld","vectorModelToWorldVisual","disableBrakes","brakesDisabled"],"notes":[],"categories":["Arma 3: New Scripting Commands","Arma 3: Scripting Commands","Command Group: PhysX","Introduced with Arma 3 version 1.72","Scripting Commands","Scripting Commands: Global Effect"]}