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PhysObj:SetInertia#546344

<function name="SetInertia" parent="PhysObj" type="classfunc"> <description>Sets the directional inertia.</description>⤶ <description>Sets the angular inertia. See <page>PhysObj:GetInertia</page></description>⤶ <realm>Shared</realm> <args> <arg name="directionalInertia" type="Vector">The directional inertia of the object.<br/> A value of Vector(0,0,0) makes the physobject go invalid.</arg>⤶ <arg name="angularInertia" type="Vector">The angular inertia of the object.<br/> <note>This does not affect linear inertia.</note>⤶ <warning>Setting a value of 0 on any axes makes the physobject go invalid.</warning>⤶ <bug>After changing the inertia of a frozen physics object, upon collision with another entity, it will begin moving with no respect to gravity or world collisions (as if still in a frozen state). This can be worked around by enabling and then disabling the motion of the physics object (<page>PhysObj:EnableMotion</page>)</bug>⤶ </arg>⤶ </args> </function>