phys_slideconstraint

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This is a point entity available in all Source games.

Contents

Entity Description

A constraint that constrains an entity along a line segment.

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.
  • slideaxis
<vecline> Can be set with the Hammer helper tool.
  • slidefriction
<float> Resistance/friction in the constraint
  • SystemLoadScale
<float> Scale of the mass load connected to this constraint (1=just the objects directly connected)

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
  • 2 : Limit Endpoints
  • 4 : Start inactive
  • 8 : Change mass to keep stable attachment to world

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.
  • 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.
  • SetVelocity <float>
Set linear velocity along the 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.
  • 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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