Template:KV TwoObjectPhysics: Difference between revisions
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{{ScrollBox|title=TwoObjectPhysics| | {{ScrollBox|title=TwoObjectPhysics|noscroll=true| | ||
; | ; Entity 1 <code><[[targetname]]></code> | ||
; | ; Entity 2 <code><targetname></code> | ||
: 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.}} | : 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 <code><targetname></code> | ||
: 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. | ||
; | ; Force Limit to Break (lbs) <code><[[float]]></code> | ||
: 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. | : 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) <code><float></code> | ||
: 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. | : 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 <code><[[string]]></code> | ||
: A sound played when the constraint is broken. | : A sound played when the constraint is broken. | ||
; | ; Follow teleport distance <code><float></code> | ||
: If one constrained object teleports more than this many units away, the other will teleport with it. | : If one constrained object teleports more than this many units away, the other will teleport with it. | ||
{{KV Targetname}} | {{KV Targetname}} | ||
}} | }} |
Revision as of 13:36, 19 July 2009
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.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities