Phys lengthconstraint

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Revision as of 20:30, 20 February 2006 by Andreasen (talk | contribs) (This article isn't a stub anymore. Good job.)
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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.

Note.pngNote:Objects will rotate around their ends with this entity. If you don't want them to do that, use a different constraint.

Keyvalues

<target_source> The name that other entities refer to this entity by.
<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

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 this constraint breaks.