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document 2 force natives #1203

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document 2 force natives #1203

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coalaura
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@JayPaulinCodes JayPaulinCodes left a comment

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My review here is mostly semantical. I really like what you have here overall and other than the semantically stuff I mentioned all LGTM

ENTITY/ApplyForceToEntity.md Show resolved Hide resolved
Comment on lines +33 to +38
* **nComponent**: Component of the entity to apply the force too. Only matters for breakable or articulated (ragdoll) physics. 0 means the root or parent component
* **bLocalForce**: 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
* **bLocalOffset**: Specifies whether the offset passed in is in local or world coordinates
* **bScaleByMass**: Specifies whether to scale the force by mass
* **bPlayAudio**: 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
* **bScaleByTimeWarp**: Specifies whether to scale the force by time warp. Default is `true`

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Wrong again. This is required.

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I'm going to send this back to #1204 (comment) to keep discussion regarding this in one place.

ENTITY/ApplyForceToEntityCenterOfMass.md Outdated Show resolved Hide resolved
Comment on lines +19 to +22
* **nComponent**: Component of the entity to apply the force too. Only matters for breakable or articulated (ragdoll) physics. 0 means the root or parent component
* **bLocalForce**: 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
* **bScaleByMass**: Specifies whether to scale the force by mass
* **bApplyToChildren**: Default `false`. If the force should be applied to any attached children

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LGTM

* **isDirectionRel**:
* **isForceRel**:
* **p8**:
Apply a force to an entity. More research/documentation on the gtaforums can be found [here](https://gtaforums.com/topic/885669-precisely-define-object-physics/) and [here](https://gtaforums.com/topic/887362-apply-forces-and-momentums-to-entityobject/).
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Please avoir using external links, if it's not on the current docs, provide a PR to add it on the docs and link it after merge.

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3 participants