Info constraint anchor: Difference between revisions

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{{base point|info_constraint_anchor}} It is used to attach [[constraint]]s to a local position on an entity (usually they attach to the center of mass). Attach the desired constraint to this entity, and then [[parent]] this entity to the entity you want the constraint to apply to.
{{this is a|point entity|name=info_constraint_anchor|game=Team Fortress 2|icon=1}} It is used to attach [[constraint]]s to a local position on an entity (usually they attach to the center of mass). Attach the desired constraint to this entity, and then [[parent]] this entity to the entity you want the constraint to apply to.


{{note|The SetParentAttachment inputs don't work on this entity. You will need to use the comma method, by putting a comma to separate the parent's name and the attachment point. This will maintain offset. <br />
{{note|The SetParentAttachment inputs don't work on this entity. You will need to use the comma method, by putting a comma to separate the parent's name and the attachment point. This will maintain offset. <br />

Revision as of 22:40, 6 January 2024

Team Fortress 2 info_constraint_anchor is a point entity available in Team Fortress 2 Team Fortress 2. It is used to attach constraints to a local position on an entity (usually they attach to the center of mass). Attach the desired constraint to this entity, and then parent this entity to the entity you want the constraint to apply to.

Note.pngNote:The SetParentAttachment inputs don't work on this entity. You will need to use the comma method, by putting a comma to separate the parent's name and the attachment point. This will maintain offset.
Example : Combine_Dead_Ragdoll,anim_attachment_RH

Keyvalues

Amount to scale the mass of this body in the constraint solver (massScale) <float>
Multiplies the mass of the object when calculating constraints that go through this anchor. 1 means no change.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

Outputs