Difference between revisions of "ApplyHavokImpulse - ObjectReference"

From the CreationKit Wiki
Jump to navigation Jump to search
imported>Evernewjoy
imported>Jbizek
m
Line 36: Line 36:


</source>
</source>
To get an Actor to react to a havok impulse, you may need to apply a "push" first.
<source lang="papyrus">
; launch the skeever up into the air
Game.GetPlayer().PushActorAway(Skeever, 0)
Skeever.ApplyHavokImpulse(0.0, 0.0, 1.0, force)
</source


== See Also ==
== See Also ==
*[[ObjectReference Script]]
*[[ObjectReference Script]]

Revision as of 21:37, 11 March 2012

Member of: ObjectReference Script

Applies a Havok impulse force to this object of the specified direction and magnitude.

Syntax

Function ApplyHavokImpulse(float afX, float afY, float afZ, float afMagnitude) native

Parameters

  • afX: X component of the force vector.
  • afY: Y component of the force vector.
  • afZ: Z component of the force vector.
  • afMagnitude: The magnitude of the force vector - how hard to hit this object.

Return Value

None.

Examples

; Apply a physical force along the x axis with a magnitude of 5 to a cheese wheel
CheeseWheel.ApplyHavokImpulse(1.0, 0.0, 0.0, 5.0)


To get a heavy object like a weapon to go flying as if hit with a very large force you must use a magnitude such as 10,000:

;sends testaxe, a heavy object, flying across room
;along the positive y-axis
testAxe.ApplyHavokImpulse(0,1,0,10000)

To get an Actor to react to a havok impulse, you may need to apply a "push" first. <source lang="papyrus">

launch the skeever up into the air

Game.GetPlayer().PushActorAway(Skeever, 0) Skeever.ApplyHavokImpulse(0.0, 0.0, 1.0, force) </source

See Also