Difference between revisions of "Phys slideconstraint"

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phys_slideconstraint
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{{base point|phys_slideconstraint}} It is a constraint that constrains an entity along a line segment.
  
A constraint that constrains an entity along a line segment.
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== Keyvalues ==
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{{KV|Sliding Axis|intn=slideaxis|vecline|Axis of the constraint. Usually set with the Hammer helper tool.}}
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{{KV|Friction|intn=slidefriction|float|Resistance/friction in the constraint}}
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{{KV|Load Scale|intn=SystemLoadScale|float|Scale of the mass load connected to this constraint (1{{=}}just the objects directly connected)}}
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{{KV|Minimum Sound Velocity|intn=minSoundThreshold|float|When travelling below this many units/sec, will not play any sound.}}
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{{KV|Full Sound Velocity|intn=maxSoundThreshold|float|When travelling at this speed or above, will play sound at full volume.}}
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{{KV|Travel sound (forward)|intn=slidesoundfwd|sound|Play this sound when travelling forward on helper axis}}
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{{KV|Travel sound (backward)|intn=slidesoundback|sound|Play this sound when travelling backward on helper axis}}
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{{KV|Reversal sound threshold (small)|intn=reversalsoundthresholdSmall|float|When accelerating by more than this many units/sec^2 opposite to direction of travel, play the small reversal sound.}}
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{{KV|Reversal sound threshold (medium)|intn=reversalsoundthresholdMedium|float|When accelerating by more than this many units/sec^2 opposite to direction of travel, play the medium reversal sound.}}
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{{KV|Reversal sound threshold (large)|intn=reversalsoundthresholdLarge|float|When accelerating by more than this many units/sec^2 opposite to direction of travel, play the large reversal sound.}}
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{{KV|Reversal sound (small)|intn=reversalsoundSmall|sound|Play this sound when making a hard reverse over the small threshold but less than medium}}
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{{KV|Reversal sound (medium)|intn=reversalsoundMedium|sound|Play this sound when making a hard reverse over the medium threshold but less than large}}
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{{KV|Reversal sound (large)|intn=reversalsoundLarge|sound|Play this sound when making a hard reverse over the large threshold}}
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{{KV TwoObjectPhysics}}
  
KEYS
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== Flags ==
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* 1 : No Collision until break
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* 2 : Limit Endpoints
  
Name targetname <target_source> The name that other entities refer to this entity by.
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== Inputs ==
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{{IO|SetVelocity|Set linear velocity along the constraint|param=float}}
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{{I TwoObjectPhysics}}
  
spawnflags spawnflags <flags>
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== Outputs ==
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{{O TwoObjectPhysics}}
  
Entity 1 attach1 <target_destination>
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[[Category:Constraints|C]]
 
 
Entity 2 attach2 <target_destination>
 
 
 
Constraint System Manager 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.
 
 
 
Force Limit to Break (lbs) forcelimit <float> 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.
 
 
 
Torque Limit to Break (lbs * distance) torquelimit <float> 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.
 
 
 
Play Sound on Break breaksound <sound> A sound played when the constraint is broken.
 
 
 
Sliding Axis slideaxis <vecline>
 
 
 
Friction slidefriction <float> Resistance/friction in the constraint
 
 
 
Load Scale SystemLoadScale <float> Scale of the mass load connected to this constraint (1=just the objects directly connected)
 
 
 
 
 
INPUTS
 
 
 
Kill Removes this entity from the world.
 
 
 
KillHierarchy Removes this entity and all its children from the world.
 
 
 
AddOutput <string> Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
 
 
 
FireUser1 Causes this entity's OnUser1 output to be fired.
 
 
 
FireUser2 Causes this entity's OnUser2 output to be fired.
 
 
 
FireUser3 Causes this entity's OnUser3 output to be fired.
 
 
 
FireUser4 Causes this entity's OnUser4 output to be fired.
 
 
 
Break 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.
 
 
 
SetVelocity <float> Set linear velocity along the constraint
 
 
 
 
 
OUTPUTS
 
 
 
OnUser1 Fired in response to FireUser1 input.
 
 
 
OnUser2 Fired in response to FireUser2 input.
 
 
 
OnUser3 Fired in response to FireUser3 input.
 
 
 
OnUser4 Fired in response to FireUser4 input.
 
 
 
OnBreak Fired when the constraint breaks.
 

Latest revision as of 05:56, 17 March 2021

phys_slideconstraint is a point entity available in all Source games. It is a constraint that constrains an entity along a line segment.

Keyvalues

Sliding Axis (slideaxis) <vector>
Axis of the constraint. Usually set with the Hammer helper tool.
Friction (slidefriction) <float>
Resistance/friction in the constraint
Load Scale (SystemLoadScale) <float>
Scale of the mass load connected to this constraint (1=just the objects directly connected)
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.png Note: 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.

Targetname:

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function (thinkfunction) <string> (in all games since Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note.png Note: Try to avoid expensive operations in this function, as it may cause performance problems.

Flags

  • 1 : No Collision until break
  • 2 : Limit Endpoints

Inputs

SetVelocity <float>
Set linear velocity along the constraint

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.

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and its children from the world.
Note.png Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile <script> (in all games since Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug.png Bug: In Left 4 Dead 2, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning.png Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction <string> (in all games since Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since Alien Swarm) !FGD
Set this entity's angles.

Outputs

TwoObjectPhysics:

OnBreak
Fired when the constraint breaks.

Targetname:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in Left 4 Dead Left 4 Dead 2)
This output fires when the entity is killed and removed from the game.