Arma 3
Falling Over by Feint
30 Comments
Viper1Zero Jul 13 @ 7:11pm 
Here I am, all these years later on your first workshop entry. Have used your Headrange Plus TrackIR mod since 2016 and have loved it. Thank you, my friend.
Cochise Feb 13, 2020 @ 9:01pm 
hmmmm very interesting!
Feint  [author] Feb 13, 2020 @ 8:17pm 
setCenterOfMass can be used on any object, hilariously even units to knock them over unrealistically.
Cochise Feb 13, 2020 @ 10:49am 
Awesome! Any chance this can be added to helicopters too?
=_X_=™© Jan 28, 2020 @ 10:32pm 
This with sabs secret weapons ww2 battle ships would be beautiful
TankBoy2005 Jul 25, 2019 @ 2:42pm 
and what would i put for myObject
TankBoy2005 Jul 25, 2019 @ 2:41pm 
hey bud it wont let me use it for some reason so if you can can you plz tell me the script for it ive been looking all over the place for a script like this so can you tell me it plzzzzzzzzzzz
Bruce Vega Nov 5, 2018 @ 5:12am 
Holy ♥♥♥♥'! This is amazing!
Berntsen May 14, 2018 @ 9:42am 
Oof, nevermind. Just found the alternate download link *just* after posting that comment. Thanks man <3
Berntsen May 14, 2018 @ 9:41am 
Question, is this supposed to show up under scenarios?
Feint  [author] Apr 21, 2018 @ 10:53am 
@StormTrooper7567: This is a demonstration of the interaction of PhysX and changing the center of gravity on a boat. See the video for more information as to what to expect.

Playing around with setCenterOfMass which changes the center of mass of an object over time, I was able to create a capsizing ship. To make it more realistic, I added some cargo to the deck using attachTo, then detached everything.

Eventually the boat sinks. But it takes a while.

setCenterOfMass:
https://community.bistudio.com/wiki/setCenterOfMass

attachTo:
https://community.bistudio.com/wiki/attachTo
Feint  [author] Mar 4, 2018 @ 12:02pm 
Glad you got it working. It's almost always a compatibility conflict with another addon or mod that someone else has made that causes problems typically.
Oatis Mar 1, 2018 @ 11:42am 
I see thank you. I had trouble before with the Paddle mod not working.
I think I ended up uninstalling and reinstalling. That did it! I really enjoy it and I appreciate your talents. I think I forgot to go back and say I got it going.
Feint  [author] Mar 1, 2018 @ 9:52am 
I believe you can find those boats on the D41 mod now.

The code can be used in multiplayer if you use it the right way. You will have to have some coding knowledge to do that.
Oatis Feb 28, 2018 @ 7:05pm 
Nice, can this be used in Multiplayer and do you have a link to the Armaholic drivable static boats you mentioned?
Feint  [author] Dec 31, 2017 @ 7:44am 
Happy New Year!
Sochor Dec 29, 2017 @ 2:07pm 
Alright, Happy Holidays!
Feint  [author] Dec 23, 2017 @ 3:16pm 
That's no problem. I completely understand. If you still have a question, please let me know. Happy Holidays!
Sochor Dec 21, 2017 @ 8:48am 
@Feint

Hello Feint,
that comment was posted when i had very, Veeery bad grammar. Please forgive me for my child-ness
Krytera Apr 11, 2016 @ 5:17am 
Cannot seem to find it in my scenarios?
Feint  [author] Jan 31, 2016 @ 7:44am 
There is nothing wrong with the mission. These boats are not possible to get into by default from BI. If you want to drive one of these boats, there is an add-on available on armaholic.
Sochor Jan 17, 2016 @ 10:46am 
When I Start Play I See A *Sinking By The Bow* Boat And A *all ok* Boat And i cant get Into it PLZ FIX THIS!!!!!!!
Feint  [author] Jul 21, 2014 @ 6:26pm 
The boat sinks. It just takes a while for it to sink.
PingWing Jul 7, 2014 @ 11:40am 
The boat is a "Tawler" and can be found in the "Sea" objects in the editor, yes - it is already part of the game.
Mr Muffin Jul 7, 2014 @ 1:40am 
the boat is already in the game or is an add-on?
head2dead Jul 6, 2014 @ 8:21am 
can it go under conpletely or thats it
Dixon Apr 19, 2014 @ 12:02pm 
I took this and expanded on it, I added setmass after ti get it to fully sink. Ill toss up a short mission where you can sink it. http://steamcommunity.com/sharedfiles/filedetails/?id=250981620
Feint  [author] Mar 24, 2014 @ 5:59pm 
I'm not sure the boat can actually take damage. But you could place an object right next to the boat that can take damage, such as a regular boat like a RHIB. Then hide that object. Once that boat takes 100% damage, you could execute the code to capsize the boat via a trigger. I think that should work.
PSYKO Mar 17, 2014 @ 6:25pm 
love your work bro!! could this be made to work with an explosive??

im building a mission where the team has to sneek into a harbour and put explosives on a ship and sink it, do you have any idea how to incorperate this with that?
[PBS]Hodilo Jan 16, 2014 @ 6:34am 
really interesting