Phys pulleyconstraint: Difference between revisions
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*{{kv targetname}} | *{{kv targetname}} | ||
*'''attach1''' <target_destination> | *'''attach1''' <target_destination> | ||
:Pulleyed object 1 | :Pulleyed object 1. It will hang below the [[phys_pulleyconstraint]]. | ||
*'''attach2''' <target_destination> | *'''attach2''' <target_destination> | ||
:Pulleyed object 2 | :Pulleyed object 2. It will hang below the point specified by the '''position2''' keyvalue. | ||
*'''constraintsystem''' <target_destination> | *'''constraintsystem''' <target_destination> | ||
: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. | :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. | ||
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:Add (or subtract) this amount to the rest length of the pulley rope. | :Add (or subtract) this amount to the rest length of the pulley rope. | ||
*'''position2''' <vecline> | *'''position2''' <vecline> | ||
:The position of the pulley for Entity 2. The pulley for Entity 1 is the origin of this constraint entity. Entity 1 is always suspended from pulley point 1, and Entity 2 is always suspended from pulley point 2. | :The position of the pulley for Entity 2. The pulley for Entity 1 is the origin of this constraint entity. Entity 1 is always suspended from pulley point 1, and Entity 2 is always suspended from pulley point 2. This point can be set by using the Helper Tool in Hammer. | ||
==Inputs== | ==Inputs== |
Revision as of 14:43, 22 September 2005
Description
A constraint that is essentially two length constraints and two points. Imagine it as a virtual rope connected to two objects, each suspended from a pulley above them.The constraint keeps the sum of the distances between the pulley points and their suspended objects constant.
Keyvalues
- Template:Kv targetname
- attach1 <target_destination>
- Pulleyed object 1. It will hang below the phys_pulleyconstraint.
- attach2 <target_destination>
- Pulleyed object 2. It will hang below the point specified by the position2 keyvalue.
- constraintsystem <target_destination>
- 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>
- 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>
- 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 <sound>
- A sound played when the constraint is broken.
- addlength <float>
- Add (or subtract) this amount to the rest length of the pulley rope.
- gearratio <float>
- Add (or subtract) this amount to the rest length of the pulley rope.
- position2 <vecline>
- The position of the pulley for Entity 2. The pulley for Entity 1 is the origin of this constraint entity. Entity 1 is always suspended from pulley point 1, and Entity 2 is always suspended from pulley point 2. This point can be set by using the Helper Tool in Hammer.
Inputs
- Template:I targetname
- Break
- Force the constraint to break.
- TurnOn
- Enable the constraint. Do this when the objects don't exist when the constraint spawns - or when you have deactivated the constraint. Broken constraints can NOT be turned on. They have been deleted.
- TurnOff
- Disable this constraint.
Outputs
- Template:O targetname
- OnBreak
- Fired when the constraint breaks.