---
name: "addTorque"
type: command
status: ok
groups: ["PhysX"]
arma3_since: "1.72"
locality: {"argument": "global", "effect": "global", "server_exec": false}
source: https://community.bistudio.com/wiki/addTorque
revid: 377433
updated: 2026-01-02T06:46:20Z
---

# addTorque

*Command · PhysX · Arma 3 v1.72*

Locality: arguments **global** · effect **global**

## Description

Applies torque (rotation momentum) to the [center of mass](../commands/getCenterOfMass.md) 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](../commands/vectorModelToWorld.md) or [vectorModelToWorldVisual](../commands/vectorModelToWorldVisual.md) 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)

> [!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:
>
> ```sqf
> 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

```sqf
object addTorque torque
```

**Parameters:**

- `object`: [Object](../topics/Object.md) - PhysX object
- `torque`: [Vector3D](../topics/Vector3D.md) - world vector in format [x,y,z]

**Returns:** [Nothing](../topics/Nothing.md)

## Examples

### Example 1

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

```sqf
_wheel addTorque [1000,0,0];
```

### Example 2

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

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

## See also

[addForce](../commands/addForce.md) · [awake](../commands/awake.md) · [isAwake](../commands/isAwake.md) · [vectorModelToWorld](../commands/vectorModelToWorld.md) · [vectorModelToWorldVisual](../commands/vectorModelToWorldVisual.md) · [disableBrakes](../commands/disableBrakes.md) · [brakesDisabled](../commands/brakesDisabled.md)

<sub>Source: [BI Community Wiki — addTorque](https://community.bistudio.com/wiki/addTorque) (revision 377433).</sub>
