Phys pulleyconstraint: Difference between revisions

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==Keyvalues==
==Keyvalues==
*{{kv targetname}}
*{{kv targetname}}
*'''attach1''' <target_destination>  
*'''attach1''' <target_destination>
*'''attach2''' <target_destination>  
:Pulleyed object 1
*'''attach2''' <target_destination>
:Pulleyed object 2
*'''constraintsystem''' <target_destination>
*'''constraintsystem''' <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.
: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.

Revision as of 14:23, 22 September 2005

Description

A constraint that is essentially two length constraints and two points. Imagine it as a virtual rope connected to two objects, each suspended from a pulley above them.The constraint keeps the sum of the distances between the pulley points and their suspended objects constant.

Keyvalues

Pulleyed object 1
  • attach2 <target_destination>
Pulleyed object 2
  • constraintsystem <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.
  • forcelimit <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.
  • torquelimit <float>
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 <sound>
A sound played when the constraint is broken.
  • addlength <float>
Add (or subtract) this amount to the rest length of the pulley rope.
  • gearratio <float>
Add (or subtract) this amount to the rest length of the pulley rope.
  • position2 <vecline>
The position of the pulley for Entity 2. The pulley for Entity 1 is the origin of this constraint entity. Entity 1 is always suspended from pulley point 1, and Entity 2 is always suspended from pulley point 2.

Inputs

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

Fired when the constraint breaks.