Template:KV TwoObjectPhysics: Difference between revisions

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'''attach1'''
{{minititle|TwoObjectPhysics}}
: <target_destination> Entity 1
{{KV|Entity 1|intn=attach1|targetname}}
* '''attach2'''
{{KV|Entity 2|intn=attach2|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.}}}}
: <target_destination> Entity 2
{{KV|Constraint System Manager|intn=constraintsystem|targetname|A {{ent|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.}}
* '''constraintsystem'''
{{KV|Force Limit to Break|intn=forcelimit|float|Impact force required to break the constraint, in '''pounds'''. 0 means infinite. A way of calculating this is to set it to the weight of an object that would break the constraint if it were resting on its objects.}}
: <target_destination> The name of a phys_constraintsystem that this constraint should be a part of. All constraints on a set of entities should be placed in the same system, or they will fight each other during simulation.
{{KV|Torque Limit to Break|intn=torquelimit|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.}}
* '''forcelimit'''
{{KV|Play Sound on Break|intn=breaksound|string|A sound played when the constraint is broken.}}
: <float> The amount of force an impact must apply to the constraint to break it. A way of calculating this is to set it to the mass of an object that would break this constraint if it were resting on the constrainted objects.
{{KV|Follow teleport distance|intn=teleportfollowdistance|float|If one constrained object teleports more than this many units away, the other will teleport with it.}}
* '''torquelimit'''
<noinclude>[[Category:Keyvalue Templates|Breakable]]</noinclude>
: <float> (lbs*distance) The amount of torque required to break the constraint. 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. (1 lb = 453.59237 grams)
* '''breaksound'''
: <sound> A sound played when the constraint is broken.

Latest revision as of 08:21, 14 February 2025

TwoObjectPhysics:

Entity 1 (attach1) <targetname>
Entity 2 (attach2) <targetname>
The entities to constrain. Leave one or the other field blank to constrain to the world.
Note.pngNote:Only one entity will be constrained, even if several share the given targetname.
Constraint System Manager (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.
Force Limit to Break (forcelimit) <float>
Impact force required to break the constraint, in pounds. 0 means infinite. A way of calculating this is to set it to the weight of an object that would break the constraint if it were resting on its objects.
Torque Limit to Break (torquelimit) <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 (breaksound) <string>
A sound played when the constraint is broken.
Follow teleport distance (teleportfollowdistance) <float>
If one constrained object teleports more than this many units away, the other will teleport with it.