Phys ballsocket (Source 2): Difference between revisions
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{{tabs|main=source|source=1|source2=1|phys_ballsocket}} | {{tabs|main=source|source=1|source2=1|phys_ballsocket}} | ||
__NOTOC__ | __NOTOC__ | ||
{{this is a|point entity|name=phys_ballsocket|sprite=1|engine=Source 2}} A constraint that keeps the position of two objects fixed, relative to the constraint's origin. You can optionally specify limits for the relative twist and swing rotation. | {{this is a|point entity|name=phys_ballsocket|sprite=1|engine=Source 2}} A constraint that keeps the position of two objects fixed, relative to the constraint's origin. You can optionally specify limits for the relative twist and swing rotation. | ||
[[File:Phys ballsocket vis.png|right|frame|The joint simulated by phys_ballsocket. Note that Source permits a full 360° of movement since the constraint itself has no physical presence. ]] | [[File:Phys ballsocket vis.png|right|frame|The joint simulated by phys_ballsocket. Note that Source permits a full 360° of movement since the constraint itself has no physical presence. ]] | ||
== Keyvalues == | == Keyvalues == | ||
{{KV Targetname}} | |||
{{KV|Friction|intn=friction|float|Resistance/friction in the constraint}} | {{KV|Friction|intn=friction|float|Resistance/friction in the constraint}} | ||
{{KV|Enable Swing Limit|intn=enable_swing_limit|boolean|Limit relative rotation away from the constraint's Z axis}} | {{KV|Enable Swing Limit|intn=enable_swing_limit|boolean|Limit relative rotation away from the constraint's Z axis}} | ||
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== Inputs == | == Inputs == | ||
{{I TwoObjectPhysics}} | {{I TwoObjectPhysics}} | ||
== Outputs == | == Outputs == | ||
{{O TwoObjectPhysics}} | {{O TwoObjectPhysics}} | ||
[[Category:Constraints|B]] | [[Category:Constraints|B]] |
Latest revision as of 11:03, 26 September 2024

phys_ballsocket
is a point entity available in all Source 2 games. A constraint that keeps the position of two objects fixed, relative to the constraint's origin. You can optionally specify limits for the relative twist and swing rotation.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Friction (friction) <float>
- Resistance/friction in the constraint
- Enable Swing Limit (enable_swing_limit) <boolean>
- Limit relative rotation away from the constraint's Z axis
- Swing Limit (swing_limit) <float>
- Maximum swing angle in degrees, if the swing limit is enabled
- Enable Twist Limit (enable_twist_limit) <boolean>
- Limit relative rotation about the Z axis
- Min Twist Angle (min_twist_angle) <float>
- Minimum relative twist angle in degrees, if the twist limit is enabled
- Max Twist Angle (max_twist_angle) <float>
- Maximum relative twist angle in degrees, if the twist limit is enabled
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
- No Collision until break : [1]
- Start inactive : [4]
- Change mass to keep stable attachment to world : [8]
- Do not connect entities until turned on : [16]
Inputs
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.