Object.ApplyVelocity() - originalfoo/Prison-Architect-API GitHub Wiki
##Overview
This method behaves the same as the .ApplyVelocity() method exposed by an individual object. The main difference, is that this version accepts an optional parameter indicating which object to call the function on. If omitted, the function is called on this. It is generally recommended to use .ApplyVelocity() in preference of this function, for the sake of script clarity.
##Syntax
Object.ApplyVelocity([<someObj>,] <velX>, <velY> [, <rotate>] )Where:
-
<someObj>is an optional parameter; if an object reference is specified, this function will behave identically tosomeObj.ApplyVelocity()- defaults to
this
- defaults to
-
<velX>and<velY>are numbers defining the velocity along thexandyaxes respectively- Positive
<velX>is North, negative is South - Positive
<velY>is East, negative is West
- Positive
-
<rotate>is an optional parameter; iftruethen it will apply some mild rotation- defaults to
false
- defaults to
##Example
local someObj = Object.Spawn( "MyObject", 5, 5 );
Object.ApplyVelocity(someObj, 2.0, 5.0, false )##Notes
Rotation, if used, will be applied around the center of your object. If you update the rotation whilst the animation is active, the animation will stop instantly.
The velocity values are applied from a south-facing perspective (ie. ignoring any rotation of the object). If you update the velocity whilst it is being animated, it will continue to be animated but the rotational animation (if applied) may be lost.
##See Also