Phys slideconstraint: Difference between revisions
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== Keyvalues == | == Keyvalues == | ||
{{KV|Sliding Axis|vecline|Axis of the constraint. Usually set with the Hammer helper tool.}} | {{KV|Sliding Axis|intn=slideaxis|vecline|Axis of the constraint. Usually set with the Hammer helper tool.}} | ||
{{KV|Friction|float|Resistance/friction in the constraint}} | {{KV|Friction|intn=slidefriction|float|Resistance/friction in the constraint}} | ||
{{KV|Load Scale|float|Scale of the mass load connected to this constraint (1{{=}}just the objects directly connected)}} | {{KV|Load Scale|intn=SystemLoadScale|float|Scale of the mass load connected to this constraint (1{{=}}just the objects directly connected)}} | ||
{{KV|Minimum Sound Velocity|float|When travelling below this many units/sec, will not play any sound.}} | {{KV|Minimum Sound Velocity|intn=minSoundThreshold|float|When travelling below this many units/sec, will not play any sound.}} | ||
{{KV|Full Sound Velocity|float|When travelling at this speed or above, will play sound at full volume.}} | {{KV|Full Sound Velocity|intn=maxSoundThreshold|float|When travelling at this speed or above, will play sound at full volume.}} | ||
{{KV|Travel sound (forward)|sound|Play this sound when travelling forward on helper axis}} | {{KV|Travel sound (forward)|intn=slidesoundfwd|sound|Play this sound when travelling forward on helper axis}} | ||
{{KV|Travel sound (backward)|sound|Play this sound when travelling backward on helper axis}} | {{KV|Travel sound (backward)|intn=slidesoundback|sound|Play this sound when travelling backward on helper axis}} | ||
{{KV|Reversal sound threshold (small)|float|When accelerating by more than this many units/sec^2 opposite to direction of travel, play the small reversal sound.}} | {{KV|Reversal sound threshold (small)|intn=reversalsoundthresholdSmall|float|When accelerating by more than this many units/sec^2 opposite to direction of travel, play the small reversal sound.}} | ||
{{KV|Reversal sound threshold (medium)|float|When accelerating by more than this many units/sec^2 opposite to direction of travel, play the medium reversal sound.}} | {{KV|Reversal sound threshold (medium)|intn=reversalsoundthresholdMedium|float|When accelerating by more than this many units/sec^2 opposite to direction of travel, play the medium reversal sound.}} | ||
{{KV|Reversal sound threshold (large)|float|When accelerating by more than this many units/sec^2 opposite to direction of travel, play the large reversal sound.}} | {{KV|Reversal sound threshold (large)|intn=reversalsoundthresholdLarge|float|When accelerating by more than this many units/sec^2 opposite to direction of travel, play the large reversal sound.}} | ||
{{KV|Reversal sound (small)|sound|Play this sound when making a hard reverse over the small threshold but less than medium}} | {{KV|Reversal sound (small)|intn=reversalsoundSmall|sound|Play this sound when making a hard reverse over the small threshold but less than medium}} | ||
{{KV|Reversal sound (medium)|sound|Play this sound when making a hard reverse over the medium threshold but less than large}} | {{KV|Reversal sound (medium)|intn=reversalsoundMedium|sound|Play this sound when making a hard reverse over the medium threshold but less than large}} | ||
{{KV|Reversal sound (large)|sound|Play this sound when making a hard reverse over the large threshold}} | {{KV|Reversal sound (large)|intn=reversalsoundLarge|sound|Play this sound when making a hard reverse over the large threshold}} | ||
{{KV TwoObjectPhysics}} | {{KV TwoObjectPhysics}} | ||
Revision as of 05:56, 17 March 2021
Template:Base point It is a constraint that constrains an entity along a line segment.
Keyvalues
- Sliding Axis (slideaxis) <vector>
- Axis of the constraint. Usually set with the Hammer helper tool.
- Friction (slidefriction) <float>
- Resistance/friction in the constraint
- Load Scale (SystemLoadScale) <float>
- Scale of the mass load connected to this constraint (1=just the objects directly connected)
- Minimum Sound Velocity (minSoundThreshold) <float>
- When travelling below this many units/sec, will not play any sound.
- Full Sound Velocity (maxSoundThreshold) <float>
- When travelling at this speed or above, will play sound at full volume.
- Travel sound (forward) (slidesoundfwd) <sound>
- Play this sound when travelling forward on helper axis
- Travel sound (backward) (slidesoundback) <sound>
- Play this sound when travelling backward on helper axis
- Reversal sound threshold (small) (reversalsoundthresholdSmall) <float>
- When accelerating by more than this many units/sec^2 opposite to direction of travel, play the small reversal sound.
- Reversal sound threshold (medium) (reversalsoundthresholdMedium) <float>
- When accelerating by more than this many units/sec^2 opposite to direction of travel, play the medium reversal sound.
- Reversal sound threshold (large) (reversalsoundthresholdLarge) <float>
- When accelerating by more than this many units/sec^2 opposite to direction of travel, play the large reversal sound.
- Reversal sound (small) (reversalsoundSmall) <sound>
- Play this sound when making a hard reverse over the small threshold but less than medium
- Reversal sound (medium) (reversalsoundMedium) <sound>
- Play this sound when making a hard reverse over the medium threshold but less than large
- Reversal sound (large) (reversalsoundLarge) <sound>
- Play this sound when making a hard reverse over the large threshold
TwoObjectPhysics:
- Entity 1 (attach1) <targetname>
- Entity 2 (attach2) <targetname>
- The entities to constrain. Leave one or the other field blank to constrain to the world.
Note:Only one entity will be constrained, even if several share the given targetname.
- Constraint System Manager (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.
- Force Limit to Break (forcelimit) <float>
- Impact force required to break the constraint, in pounds. 0 means infinite. A way of calculating this is to set it to the weight of an object that would break the constraint if it were resting on its objects.
- Torque Limit to Break (torquelimit) <float>
- Torque required to break the constraint, in pounds*inches. 0 means infinite. 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.
- Play Sound on Break (breaksound) <string>
- A sound played when the constraint is broken.
- Follow teleport distance (teleportfollowdistance) <float>
- If one constrained object teleports more than this many units away, the other will teleport with it.
Flags
- 1 : No Collision until break
- 2 : Limit Endpoints
Inputs
- SetVelocity <float >
- Set linear velocity along the constraint
TwoObjectPhysics:
- Break
- Force the constraint to break.
- TurnOn
- Enable the constraint; do this if the constrained objects don't exist when it spawns. Note that broken constraints cannot be turned back on as they have been deleted.
- TurnOff
- Disable the constraint.
Outputs
TwoObjectPhysics:
- OnBreak
- Fired when the constraint breaks.