This article's documentation is for Source 2. Click here for more information.

phys_ballsocket

From Valve Developer Community
Jump to: navigation, search
Phys ballsocket.png

phys_ballsocket is a point entity available in all Source 2 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.

The joint simulated by phys_ballsocket. Note that Source permits a full 360° of movement since the constraint itself has no physical presence.

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
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.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.
Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

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.