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Update ENTITY/ApplyForceToEntity.md
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Co-authored-by: Jacob Paulin <[email protected]>
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BJDubb and JayPaulinCodes authored Nov 19, 2024
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Expand Up @@ -61,7 +61,7 @@ Research/documentation on the gtaforums can be found [here](https://gtaforums.co
* **offX**: Rotation/offset force (X)
* **offY**: Rotation/offset force (Y)
* **offZ**: Rotation/offset force (Z)
* **component**: Component of the entity to apply the force too - only matters for breakable or articulated (ragdoll) physics. 0 means the root or parent component. Reger to `RagdollComponent`
* **component**: Component of the entity to apply the force too - only matters for breakable or articulated (ragdoll) physics. 0 means the root or parent component. Reger to `eRagdollComponent` enum
If the command is being called on a ped, the component passed in is one returned from GET_PED_RAGDOLL_BONE_INDEX, not GET_PED_BONE_INDEX
* **localForce**: Specifies whether the force vector passed in is in local or world coordinates. Local coordinates (TRUE) means the force will get automatically transformed into world space before being applied.
* **localOffset**: Specifies whether the offset passed in is in local or world coordinates.
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