APPLY_FORCE_TO_ENTITY
```cpp enum eApplyForceTypes { APPLY_TYPE_FORCE = 0, APPLY_TYPE_IMPULSE = 1, APPLY_TYPE_EXTERNAL_FORCE = 2, APPLY_TYPE_EXTERNAL_IMPULSE = 3, APPLY_TYPE_TORQUE = 4, APPLY_TYPE_ANGULAR_IMPULSE = 5 } ``` **This is the server-side RPC native equivalent of the client native [APPLY_FORCE_TO_ENTITY](?\_0xC5F68BE9613E2D18).**
CFX
Signature
lua
ApplyForceToEntity(entity, 0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0, true, true, true, true, true)
-- returns voidParameters
| Name | Type | Description |
|---|---|---|
| Entity | The entity handle | |
| int | The force type | |
| float | The x component of the force to apply | |
| float | The y component of the force to apply | |
| float | The z component of the force to apply | |
| float | Offset from center of entity (X) | |
| float | Offset from center of entity (Y) | |
| float | Offset from center of entity (Z) | |
| int | Component of the entity to apply the force too. Only matters for breakable or articulated (ragdoll) physics. 0 means the root or parent component | |
| BOOL | Specifies whether the force vector passed in is in local or world coordinates. `true` means the force will get automatically transformed into world space before being applied | |
| BOOL | Specifies whether the offset passed in is in local or world coordinates | |
| BOOL | Specifies whether to scale the force by mass | |
| BOOL | Specifies whether to play audio events related to the force being applied. The audio will depend on the entity type. Currently vehicles are the only entity types supported, and will play a suspension squeal depending on the magnitude of the force | |
| BOOL | Specifies whether to scale the force by time warp. Default is `true` |
Usage
lua
ApplyForceToEntity(entity, 0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0, true, true, true, true, true)Generated from the native name, hash, and parameter list. Add a real example.
Details
- Hash
- API set
- Source
- cfx
Source: cfx
