Phys lengthconstraint: Difference between revisions
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Note:Objects will rotate around their ends with this entity. If you don't want them to do that, use a different constraint.
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(→Inputs) |
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==Inputs== | ==Inputs== | ||
* | * {{i targetname}} | ||
* '''Break''' | * '''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''' | * '''TurnOff''' | ||
: | :Disable this constraint. | ||
==Outputs== | ==Outputs== |
Revision as of 18:12, 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
- 2 : Keep Rigid
- 4 : Start inactive
- 8 : Change mass to keep stable attachment to world
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
- OnUser1-4
- Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
- OnBreak
- Fired when this breakable breaks.