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phys_lengthconstraint

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C++ Class hierarchy
CPhysLength
CPhysConstraint
CLogicalEntity
CServerOnlyEntity
CBaseEntity
C++ physconstraint.cpp

phys_lengthconstraint is a point entity available in all Source 2 Source 2 games.

Warning.pngWarning:
  • The {{{engine}}} parameter is inconsistent with the name defined by the {{source2}} template. This can most likely be fixed by setting the value of the {{{engine}}} parameter to Source 2.
    If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.

It is a constraint that preserves the distance between two entities. If the 'Keep Rigid' flag is set, think of it as a rod. If not, think off it as a virtual rope.

Keyvalues

Additional Length (addlength) <float>
Elasticity of the constraint. It is allowed to stretch this many units over or under its maximum and minimum length. The constraint will try to spring back to its preferred length.
Minimum Length (minlength) <float>
Minimum distance between origin and attachpoint. Irrelevant if the constraint is rigid. Default is 0.
Attached object 2 point (attachpoint) <vector>
The second end of the constraint (the other is the origin). The second attached entity will be rigidly constrained to this location, and the first to the origin.
Enable Collision (enablecollision) <boolean>
Constraints disable collision between the attached entities. In some rare cases we want to enable this collision.

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.pngNote: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]
Keep Rigid : [2]

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.

Base:

RunScriptFile
Load and execute a script file.
RunScriptCode
Execute a fragment of script code.
CallScriptFunction
Call a script function.
CallPrivateScriptFunction
Calls a script function from this entity's private script scope.
CallGlobalScriptFunction
Calls a script function in the global script scope.
Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput
Adds an entity I/O connection to this entity. Parameter format: OutputName→TargetName→InputName→Parameter→Delay→MaxRefires
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.

Outputs

TwoObjectPhysics:
OnBreak
Fired when the constraint breaks.