From Valve Developer Community
Revision as of 12:55, 28 September 2005 by Maven
A constraint that keeps the relative position and orientation of two objects fixed.
- Template:Kv targetname
- attach1 <target_destination>
- One of the entities to constrain
- attach2 <target_destination>
- The other entity to constrain
- constraintsystem <target_destination>
- 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>
- The amount of force an impact must apply to the constraint to break it. Measured in pounds. 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>
- The amount of torque required to break the constraint. Measured in pounds*distance (pounds*inches). 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 <sound>
- A sound played when the constraint is broken.
- 1: No Collision until break
- 2: not used
- 4: Start inactive
- 8: Change mass to keep stable attachment to world
- Template:I targetname
- Force the constraint to break.
- 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.
- Disable this constraint.
- Template:O targetname
- Fired when the constraint breaks.
- phys_lengthconstraint to keep the distance fixed but not the orientation