Template:KV TwoObjectPhysics: Difference between revisions

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{{KV Targetname}}
; attach1 <[[targetname]]>  
* '''attach1'''
; attach2 <targetname>
: <target_destination> Entity 1
: The entities to constrain. Leave one blank to attach to the constraint entity itself.
* '''attach2'''
; constraintsystem <targetname>
: <target_destination> Entity 2
: 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.
* '''constraintsystem'''
; forcelimit <[[float]]>
: <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.
: Impact force required to break the constraint, in pounds. A way of calculating this is to set it to the mass of an object that would break the constraint if it were resting on its objects.
* '''forcelimit'''
; torquelimit <float>
: <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. Set to zero for infinite strength.
: Torque required to break the constraint, in pounds*inches. 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.
* '''torquelimit'''
; breaksound <sound>  
: <float> (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 (1 lb = 453.59237 grams). Set to zero for infinite strength.
: A sound played when the constraint is broken.
* '''breaksound'''
; teleportfollowdistance <float>
: <sound> A sound played when the constraint is broken.
: If one constrained object teleports more than this many units away, the other will teleport with it.
*{{KV Targetname}}

Revision as of 08:08, 13 June 2009

attach1 <targetname>
attach2 <targetname>
The entities to constrain. Leave one blank to attach to the constraint entity itself.
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.
forcelimit <float>
Impact force required to break the constraint, in pounds. A way of calculating this is to set it to the mass of an object that would break the constraint if it were resting on its objects.
torquelimit <float>
Torque required to break the constraint, in pounds*inches. 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.
teleportfollowdistance <float>
If one constrained object teleports more than this many units away, the other will teleport with it.
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