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phys_genericconstraint

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

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It is a configurable constraint between two objects.

Keyvalues

Linear Motion X (linear_motion_x) to  (linear_motion_z) <choices>
Value Description
JOINT_MOTION_FREE Free motion
JOINT_MOTION_LOCKED Locked motion
Spring frequency (stiffness) (linear_frequency_x) to  (linear_frequency_z) <float>
Spring damping ratio (linear_damping_ratio_x) to  (linear_damping_ratio_z) <float>
0 for no damping and 1 for critical damping
Impulse Limit to Break (kg) (forcelimit_x) to  (forcelimit_z) <float>
The amount of impulse 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.
Notify when X force reaches (notifyforce_x) to  (notifyforce_z) <float>
Minimum time between event firing X event (0 disables firing) (notifyforcemintime_x) to  (notifyforcemintime_z) <float>
Break after time at threshold on X (time) (breakaftertime_x) to  (breakaftertime_z) <float>
Break after time threshold on X (threshold) (breakaftertimethreshold_x) to  (breakaftertimethreshold_z) <float>
Angular Motion X (angular_motion_x) to  (angular_motion_z) <choices>
Value Description
JOINT_MOTION_FREE Free motion
JOINT_MOTION_LOCKED Locked motion
Spring frequency (stiffness) (angular_frequency_x) to  (angular_frequency_z) <float>
Spring damping ratio (angular_damping_ratio_x) to  (angular_damping_ratio_z) <float>
0 for no damping and 1 for critical damping
Angular Impulse Limit to Break (kg * distance) (torquelimit_x) to  (torquelimit_z) <float>
The amount of angular impulse 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.

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.


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

NotifyForceReachedX to NotifyForceReachedZ
The requested force has been reached on the X/Y/Z axis. Won't fire if force min time is zero.
TwoObjectPhysics:
OnBreak
Fired when the constraint breaks.