Phys lengthconstraint: Difference between revisions

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* '''[[targetname]]'''
* '''[[targetname]]'''
: <target_source> The name that other entities refer to this entity by.  
: <target_source> The name that other entities refer to this entity by.  
* {{KV angles}}
* '''attachpoint'''
* '''attachpoint'''
:<> Attached object 2 point - At what coordinates its "blue blob" (attachment point?) is at.
:<[[vecline]]> 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'''
* '''attach1'''
:<> Entity 1 - Entity that is anchored to the centerpoint of the constraint.
:<target_destination> Entity 1 - Entity that is anchored to the centerpoint of the constraint.
* '''attach2'''
* '''attach2'''
:<> Entity 2 - Entity that is anchored to the origin of the constraint.
:<target_destination> Entity 2 - Entity that is anchored to the origin of the constraint.
* '''constraintsystem'''
* '''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.
:<target_destination> 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'''
* '''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.
:<float> 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'''
* '''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.
:<float> 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'''
* '''breaksound'''
:Play Sound on Break - A sound played when the constraint is broken.
:Play Sound on Break - A sound played when the constraint is broken.
* '''addlength'''
* '''addlength'''
:<> Additional Length - Add (or subtract) this amount to the rest length of the rope.
:<float> Additional Length - Add (or subtract) this amount to the rest length of the rope.
* '''minlength'''
* '''minlength'''
:<> Minimum Length - If the constraint is not rigid, this is the minimum length it can be.
:<float> Minimum Length - If the constraint is not rigid, this is the minimum length it can be.


==Flags==
==Flags==

Revision as of 18:11, 20 February 2006

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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.pngNote:Objects will rotate around their ends with this entity. If you don't want them to do that, use a different constraint.

Keyvalues

<target_source> The name that other entities refer to this entity by.
<vecline> Attached object 2 point - At what coordinates its "blue blob" (attachment point?) is at.
  • attach1
<target_destination> Entity 1 - Entity that is anchored to the centerpoint of the constraint.
  • attach2
<target_destination> Entity 2 - Entity that is anchored to the origin of the constraint.
  • constraintsystem
<target_destination> 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
<float> 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
<float> 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
<float> Additional Length - Add (or subtract) this amount to the rest length of the rope.
  • minlength
<float> 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.