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phys_hinge

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phys_hinge is a point entity available in all Source 2 Source 2 games. A hinge constraint which restricts rotation of its attached entities to a given axis. The axis is a line between the hinge's origin and the location of its Hammer helper.

Note.pngNote:Helper must be used to make hinge work or you will get an error. (ERROR: phys_hinge bad data)

The hinge can be given a friction component, which causes it to come to rest more quickly like an old rusty hinge might.

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 (hingefriction) <float>
Resistance/friction in the hinge. A value of 1 will hold the child object still under gravity.
Min Rotation Limit (min_rotation) <float>
Minimum rotation limit around hinge axis between -180 and 0
Max Rotation Limit (max_rotation) <float>
Maximum rotation limit around hinge axis between 0 and 180
Initial rotation (initial_rotation) <float>
Initial rotation of the hinge (values -1 to 1 where -1 mean open at minimum limit and 1 means open at maximum limit)
Hinge Axis (hingeaxis) <vector>
Define the axis of the hinge by dragging the entity helper in Hammer's 2D views.
Motor frequency (motorfrequency) <float>
Range 0 - 30 (only used when driving the relative angle through the angle input)
Motor damping ratio (motordampingratio) <float>
Range 0 - 1 (only used when driving the relative angle through the angle input)
Load Scale (SystemLoadScale) <float>
Scale of the load connected to this hinge (1=just the objects directly connected.)
Threshold for move events (AngleSpeedThreshold) <float>
Minimum Sound Velocity (minSoundThreshold) <float>
When travelling below this many units/sec, will not play any sound.
Full Sound Velocity (maxSoundThreshold) <float>
When travelling at this speed or above, will play sound at full volume.
Travel sound (forward) (slidesoundfwd) <sound>
Play this sound when travelling forward on helper axis
Travel sound (backward) (slidesoundback) <sound>
Play this sound when travelling backward on helper axis
Reversal sound threshold (small) (reversalsoundthresholdSmall) <float>
When accelerating by more than this many units/sec^2 opposite to direction of travel, play the small reversal sound.
Reversal sound threshold (medium) (reversalsoundthresholdMedium) <float>
When accelerating by more than this many units/sec^2 opposite to direction of travel, play the medium reversal sound.
Reversal sound threshold (large) (reversalsoundthresholdLarge) <float>
When accelerating by more than this many units/sec^2 opposite to direction of travel, play the large reversal sound.
Reversal sound (small) (reversalsoundSmall) <sound>
Play this sound when making a hard reverse over the small threshold but less than medium
Reversal sound (medium) (reversalsoundMedium) <sound>
Play this sound when making a hard reverse over the medium threshold but less than large
Reversal sound (large) (reversalsoundLarge) <sound>
Play this sound when making a hard reverse over the large threshold
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

SetAngularVelocity <float>
Set angular velocity around the hinge (motor) in deg/sec
SetHingeFriction <float>
Set Motor Friction, 0 = no friction, 1 = friction that is about enough to counter gravity
SetMinLimit <float>
Set the minimum hinge angle (degrees)
SetMaxLimit <float>
Set the maximum hinge angle (degrees)
SetMotorTargetVelocity <float>
Set Motor target velocity in deg/sec, use 0 to just turn friction on
SetMotorTargetAngle <float>
Set Motor target angle, degrees. Exact number depends on constrained bodies reference frames and initial configuration. See constraint limits for reference to sensible range of values.
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

NotifyMinLimitReached
The min limit has been reached.
NotifyMaxLimitReached
The max limit has been reached.
OnStartMoving
Fires if the attached objects start rotating around the hinge axis relatively to each other.
OnStopMoving
Fires if the attached objects stip rotating around the hinge axis relatively to each other.
TwoObjectPhysics:
OnBreak
Fired when the constraint breaks.