SET_OBJECT_PHYSICS_PARAMS
Adjust the physics parameters of a prop, or otherwise known as "object".
Hash
0xF6DF6E90DE7DF90FRuntime name
SetObjectPhysicsParamsNamespaceOBJECT
SideClient
NameOfficial
Docs
Since build1207
GTA V hash
0xF6DF6E90DE7DF90FSignature
void SET_OBJECT_PHYSICS_PARAMS(Object object, float weight, float p2, float p3, float p4, float p5, float gravity, float p7, float p8, float p9, float p10, float buoyancy);Parameters
| Name | Type | Description |
|---|---|---|
object | Object | — |
weight | float | — |
p2 | float | — |
p3 | float | — |
p4 | float | — |
p5 | float | — |
gravity | float | — |
p7 | float | — |
p8 | float | — |
p9 | float | — |
p10 | float | — |
buoyancy | float | — |
Returns void
Description
Adjust the physics parameters of a prop, or otherwise known as "object". This is useful for simulated gravity.
Other parameters seem to be unknown.
p2: seems to be weight and gravity related. Higher value makes the obj fall faster. Very sensitive?
p3: seems similar to p2
p4: makes obj fall slower the higher the value
p5: similar to p4
Usage
SetObjectPhysicsParams(object, weight, p2, p3, p4, p5, gravity, p7, p8, p9, p10, buoyancy)
-- always works, by hash
Citizen.InvokeNative(0xF6DF6E90DE7DF90F, object, weight, p2, p3, p4, p5, gravity, p7, p8, p9, p10, buoyancy)JavaScript and C#
SetObjectPhysicsParams(object, weight, p2, p3, p4, p5, gravity, p7, p8, p9, p10, buoyancy);
// by hash
Citizen.invokeNative('0xF6DF6E90DE7DF90F', object, weight + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001, p5 + 0.0000001, gravity + 0.0000001, p7 + 0.0000001, p8 + 0.0000001, p9 + 0.0000001, p10 + 0.0000001, buoyancy + 0.0000001);Function.Call((Hash)0xF6DF6E90DE7DF90F, object, weight, p2, p3, p4, p5, gravity, p7, p8, p9, p10, buoyancy);- Float parameters: Lua integers (
10, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write10.0orvalue + 0.0. The generated JS wrappers add0.0000001to non-zero floats for the same reason.
Sources
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