Phys lengthconstraint: Difference between revisions
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Note:Objects will rotate around their ends with this entity. If you don't want them to do that, use a different constraint.
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(Wrote keyvalues, flags, inputs and outputs. Input descriptions still needs to be added/confirmed.) |
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{{wrongtitle|title=phys_lengthconstraint}} | {{wrongtitle|title=phys_lengthconstraint}} | ||
==Entity Description== | ==Entity Description== | ||
A physical [[constraint]] between two physically simulated objects. If one object is not specified then the respective end of the [[constraint]] will be anchored to the [[world]]. | |||
{{note|Objects will rotate around their ends with this entity. If you don't want them to do that, use a different [[constraint]].}} | |||
==Keyvalues== | |||
* '''[[targetname]]''' | |||
: <target_source> The name that other entities refer to this entity by. | |||
* '''attachpoint''' | |||
:<> Attached object 2 point - At what coordinates its "blue blob" (attachment point?) is at. | |||
* '''angles''' | |||
:<> The orientation of this entity in the world. (Probably not used.) | |||
* '''attach1''' | |||
:<> Entity 1 - Entity that is anchored to the centerpoint of the [[phys_lengthconstraint]]. | |||
* '''attach2''' | |||
:<> Entity 2 - Entity that is anchored to the origin of the [[phys_lengthconstraint]]. | |||
* '''constraintsystem''' | |||
:<> Constraint System Manager - The name of a [[phys_constraintsystem]] that this constraint should be a part of. All constraints on a set of entities should be placed in the same system, or they will fight each other during simulation. | |||
* '''forcelimit''' | |||
:<> Force Limit to Break (lbs) - The amount of force an impact must apply to the constraint to break it. A way of calculating this is to set it to the mass of an object that would break this constraint if it were resting on the constrainted objects. | |||
* '''torquelimit''' | |||
:<> Torque Limit to Break (lbs * distance)? - The amount of torque required to break the constraint. 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''' | |||
:Play Sound on Break - A sound played when the constraint is broken. | |||
* '''addlength''' | |||
:<> Additional Length - Add (or subtract) this amount to the rest length of the rope. | |||
* '''minlength''' | |||
:<> Minimum Length - If the constraint is not rigid, this is the minimum length it can be. | |||
==Flags== | |||
* 1 : No Collision until break (Default: Checked) | |||
* 2 : Keep Rigid (Default: Unchecked) | |||
==Inputs== | |||
* '''AddOutput''' | |||
: | |||
* '''Break''' | |||
: | |||
* FireUser''1-4'' | |||
: | |||
* Kill | |||
: | |||
* KillHierarchy | |||
: | |||
* TurnOff | |||
: | |||
* TurnOn | |||
: | |||
==Outputs== | |||
* '''OnUser''1-4'' ''' | |||
: Fired in response to FireUser''1-4'' inputs. See [[User Inputs and Outputs]]. | |||
* '''OnBreak''' | |||
: Fired when this breakable breaks. | |||
[[Category:Entities]] | [[Category:Entities]] |
Revision as of 17:49, 20 February 2006
Entity Description
A physical constraint between two physically simulated objects. If one object is not specified then the respective end of the constraint will be anchored to the world.

Keyvalues
- <target_source> The name that other entities refer to this entity by.
- attachpoint
- <> Attached object 2 point - At what coordinates its "blue blob" (attachment point?) is at.
- angles
- <> The orientation of this entity in the world. (Probably not used.)
- attach1
- <> Entity 1 - Entity that is anchored to the centerpoint of the phys_lengthconstraint.
- attach2
- <> Entity 2 - Entity that is anchored to the origin of the phys_lengthconstraint.
- constraintsystem
- <> Constraint System Manager - The name of a phys_constraintsystem that this constraint should be a part of. All constraints on a set of entities should be placed in the same system, or they will fight each other during simulation.
- forcelimit
- <> Force Limit to Break (lbs) - The amount of force an impact must apply to the constraint to break it. A way of calculating this is to set it to the mass of an object that would break this constraint if it were resting on the constrainted objects.
- torquelimit
- <> Torque Limit to Break (lbs * distance)? - The amount of torque required to break the constraint. 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
- Play Sound on Break - A sound played when the constraint is broken.
- addlength
- <> Additional Length - Add (or subtract) this amount to the rest length of the rope.
- minlength
- <> Minimum Length - If the constraint is not rigid, this is the minimum length it can be.
Flags
- 1 : No Collision until break (Default: Checked)
- 2 : Keep Rigid (Default: Unchecked)
Inputs
- AddOutput
- Break
- FireUser1-4
- Kill
- KillHierarchy
- TurnOff
- TurnOn
Outputs
- OnUser1-4
- Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
- OnBreak
- Fired when this breakable breaks.