Template:KV TwoObjectPhysics: Difference between revisions
		
		
		
		
		
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| TomEdwards (talk | contribs) No edit summary | TomEdwards (talk | contribs)  No edit summary | ||
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| : 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. | : 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]]> | ; forcelimit <[[float]]> | ||
| : Impact force required to break the constraint, in pounds. 0  | : 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. | ||
| ; torquelimit <float> | ; torquelimit <float> | ||
| : Torque required to break the constraint, in pounds*inches. 0  | : 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. | ||
| ; breaksound <sound>   | ; breaksound <sound>   | ||
| : A sound played when the constraint is broken. | : A sound played when the constraint is broken. | ||
Revision as of 13:34, 19 July 2009
TwoObjectPhysics:
- attach1 <targetname>
- 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. 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 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.
- 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.
- 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.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities