Template:KV TwoObjectPhysics: Difference between revisions
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{{ | {{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.}} | ||
<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: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.