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A3D_SetDamping
imshooter edited this page Oct 17, 2026
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Set how fast a moving physics object loses speed and spin on its own.
native bool:A3D_SetDamping(Physic:physicid, Float:linear, Float:angular);| Parameter | Description |
|---|---|
Physic:physicid |
Physics object to change. |
Float:linear |
Loss of speed. Starts at 0.1. |
Float:angular |
Loss of spin. Starts at 0.3. |
-
truewhen the damping was set. -
falsewhenphysicidis not a moving physics object.
Damping takes a share of the speed every second, as air resistance does. With a linear damping of 0.1, an object loses about a tenth of its speed per second. The speed lost grows with the speed, so damping slows fast objects far more than slow ones. Objects that must stop at a steady pace on the ground want A3D_SetRollingFriction instead.
A3D_GetModelPhysics gives the linear damping the game uses for a model.
A feather that drifts down slowly.
stock Physic:DropFeather(Float:x, Float:y, Float:z) {
new Physic:feather = A3D_CreateSphere(-1, 0.05, x, y, z, 0.01);
A3D_SetDamping(feather, 3.0, 3.0);
return feather;
}- A3D_SetRollingFriction: Slow a moving physics object down by a constant amount, as a ball rolling on cloth.
- A3D_SetBuoyancy: Make a moving physics object float in the water of the map.
- A3D_GetModelPhysics: Find how the game moves a model that can be knocked over, such as a bin or a crate, in the values the natives of this include take.
3DAndreas 0.7.1 · Repository · Releases · MIT License
Guides
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