phys_ballsocket

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This point entity is available in all Source games. A ball socket constraint is what connects your arm to your torso. It simulates a rigid connection between the centre of its constrained entities and its own origin (unlike its peers, which if given two entities will constrain them directly to each other) that prevents them from changing relative distance and makes their rotation point its own location.

The joint simulated by phys_ballsocket. Note that Source permits allows a full 360° of movement since the constraint itself has no physical presence.

Despite the slightly different constraint behaviour of phys_ballsocket, it still won't remain at a fixed location when two entities are attached.

Note.png Note: Torque limit is always 0 (infinite) for this entity.

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

Keyvalues

attach1 <targetname>
attach2 <targetname>
The entities to constrain. Leave one or the other field blank to constrain to the world.
Note.png Note: Only one entity will be constrained, even if several share the given targetname.
constraintsystem <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.
forcelimit <float>
Impact force required to break the constraint, in pounds. 0 = 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.
torquelimit <float>
Torque required to break the constraint, in pounds*inches. 0 = 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.
breaksound <sound>
A sound played when the constraint is broken.
teleportfollowdistance <float>
If one constrained object teleports more than this many units away, the other will teleport with it.
The name that other entities refer to this entity by.
  • hammerid <integer(New with Orange Box)
Read-only ID used for debugging purposes in Hammer.

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

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.
  • Kill
Removes this entity from the world.
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 == infinite)>
Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.

Outputs

OnBreak
Fired when the constraint breaks.
OnUser1-4
Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
!activator = activator
  • OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
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