phys_hinge

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This is a point entity available in all Source games. A hinge constraint which restricts rotation of its attached entities to a given axis. The axis is a line between the hinge's origin and the location of its Hammer helper.

The hinge can be given a friction component, which causes it to come to a rest more quickly like an old rusty hinge might.

Example map: sourcesdk_content\hl2\mapsrc\sdk_phys_hinge.vmf

Keyvalues

hingefriction<float>
Friction in hinge rotation
hingeaxis <vecline>
Define the axis of the hinge by dragging the entity helper in Hammer's 2D views.
SystemLoadScale <float>
Scale of the load connected to this hinge (1=just the objects directly connected)
To do: What does this do? It doesn't seem to increase precision when heavy objects are attached.

TwoObjectPhysics:

Entity 1 <targetname>
Entity 2 <targetname>
The entities to constrain. Leave one or the other field blank to constrain to the world.
Note:Only one entity will be constrained, even if several share the given targetname.
Constraint System Manager <targetname>
A phys_constraintsystem that this constraint should be a part of. This avoids the "jiggling" caused by constraints applied to the same set of entities fighting with each other.
Force Limit to Break (lbs) <float>
Impact force required to break the constraint, in pounds. 0 means infinite. A way of calculating this is to set it to the mass of an object that would break the constraint if it were resting on its objects.
Torque Limit to Break (lbs * distance) <float>
Torque required to break the constraint, in pounds*inches. 0 means infinite. A way of calculating this is to multiply any reference mass by the resting distance (from the center of mass of the object) needed to break the constraint.
Play Sound on Break <string>
A sound played when the constraint is broken.
Follow teleport distance <float>
If one constrained object teleports more than this many units away, the other will teleport with it.

Targetname:

Name <string>
The targetname other entities refer to this entity by.

Flags

  • 1: No Collision until break
  • 4: Start inactive
  • 8: Change mass to keep stable attachment to world
  • 16: Do not connect entities until turned on

Inputs

SetAngularVelocity <float>
Turns the hinge into a motor. Pass a value of 0 to turn it off again. This can be useful to counteract gravity without increasing friction or creating another entity.

TwoObjectPhysics:

Break
Force the constraint to break.
TurnOn
Enable the constraint; do this if the constrained objects don't exist when it spawns. Note that broken constraints cannot be turned back on as they have been deleted.
TurnOff
Disable the constraint.

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.

Outputs

TwoObjectPhysics:

OnBreak
Fired when the constraint breaks.

Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
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