# phys_slideconstraint

`phys_slideconstraint` is a point entity available in all Source games. It is a constraint that constrains an entity along a line segment. Tutorial how to to use here: [1]

## Keyvalues

Sliding Axis `<vector>`
Axis of the constraint. Usually set with the Hammer helper tool.
Friction `<float>`
Resistance/friction in the constraint
Load Scale `<float>`
Scale of the mass load connected to this constraint (1=just the objects directly connected)
Minimum Sound Velocity `<float>`
When travelling below this many units/sec, will not play any sound.
Full Sound Velocity `<float>`
When travelling at this speed or above, will play sound at full volume.
Travel sound (forward) `<sound>`
Play this sound when travelling forward on helper axis
Travel sound (backward) `<sound>`
Play this sound when travelling backward on helper axis
Reversal sound threshold (small) `<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) `<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) `<float>`
When accelerating by more than this many units/sec^2 opposite to direction of travel, play the large reversal sound.
Reversal sound (small) `<sound>`
Play this sound when making a hard reverse over the small threshold but less than medium
Reversal sound (medium) `<sound>`
Play this sound when making a hard reverse over the medium threshold but less than large
Reversal sound (large) `<sound>`
Play this sound when making a hard reverse over the large threshold

TwoObjectPhysics:

Entity 1 `<targetname>`
Entity 2 `<targetname>`
The entities to constrain. Leave one or the other field blank to constrain to the world.
Note:Only one entity will be constrained, even if several share the given targetname.
Constraint System Manager `<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 (lbs) `<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 (lbs * distance) `<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 `<string>`
A sound played when the constraint is broken.
Follow teleport distance `<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 )
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 )
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:Try to avoid expensive operations in this function, as it may cause performance problems.

## Flags

• 1 : No Collision until break
• 2 : Limit Endpoints
• 1: No Collision until break
• 4: Start inactive
• 8: Change mass to keep stable attachment to world
• 16: Do not connect entities until turned on

## 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: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 )
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 )
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: In , the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
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 ) !FGD
Execute a VScript function in the scope of the receiving entity.
`SetLocalOrigin` `<coordinates>` (in all games since ) !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 ) !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 )
This output fires when the entity is killed and removed from the game.