Phys lengthconstraint: Difference between revisions
Jump to navigation
Jump to search
Note:Objects will rotate around their ends with this entity. If you don't want them to do that, use a different constraint.
m (→Inputs) |
|||
Line 11: | Line 11: | ||
* '''[[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. | ||
* '''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
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.
- Template:KV angles
- attachpoint
- <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.