phys_pulleyconstraint

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This is a point entity available in all Source games.

Contents

Description

A constraint that is essentially two length constraints and two points. Imagine it as a virtual rope connected to two pulleyed objects, specified in the Entity 1 (attach1) and Entity 2 (attach2) keyvalues, each suspended from a pulley above them.

Pulley point 1 - the pulley from which Entity 1 is always suspended from - is the origin of this constraint entity.

Pulley point 2 - the pulley from which Entity 2 is always suspended from - is the position of the "blue ball", set by altering the Pulley Position 2 (position2) keyvalue directly, or by using the Helper Tool.

The constraint keeps the sum of the distances between the pulley points and their suspended objects constant.

Keyvalues

  • 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.
  • addlength <float>
Add (or subtract) this amount to the rest length of the pulley rope.
  • gearratio <float>
Add (or subtract) this amount to the rest length of the pulley rope.
  • position2 <vecline>
Pulley Position 2 - The position of the pulley for Entity 2. This point can be set by using the Helper Tool.

Flags

  • 1 : No Collision until break
  • 2 : Keep Rigid

Inputs

  • 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.
  • Break
Force the constraint to break.
  • TurnOn
Enable the constraint. Do this when the objects don't exist when the constraint spawns - or when you have deactivated the constraint. Broken constraints can NOT be turned on. They have been deleted.
  • TurnOff
Disable this constraint.

Outputs

  • 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.
  • OnBreak
Fired when the constraint breaks.
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