Template:KV TwoObjectPhysics: Difference between revisions

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{{ScrollBox|title=TwoObjectPhysics|noscroll=true|
{{minititle|TwoObjectPhysics}}
{{KV|Entity 1|intn=attach1|targetname}}
{{KV|Entity 1|intn=attach1|targetname}}
{{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.}}}}
{{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.}}}}
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{{KV|Play Sound on Break|intn=breaksound|string|A sound played when the constraint is broken.}}
{{KV|Play Sound on Break|intn=breaksound|string|A sound played when the constraint is broken.}}
{{KV|Follow teleport distance|intn=teleportfollowdistance|float|If one constrained object teleports more than this many units away, the other will teleport with it.}}
{{KV|Follow teleport distance|intn=teleportfollowdistance|float|If one constrained object teleports more than this many units away, the other will teleport with it.}}
{{KV Targetname}}
<noinclude>[[Category:Keyvalue Templates|Breakable]]</noinclude>
}}<noinclude>[[Category:Keyvalue Templates|Breakable]]</noinclude>

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.