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phys_ballsocket

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class hierarchy
CPhysBallSocket defined in physconstraint.cpp
CPhysConstraint
CLogicalEntity
CServerOnlyEntity
CBaseEntity
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

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 targetname that other entities refer to this entity by.

Flags

  •  [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


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.

Base:

RunScriptFile
Load and execute a script file.
RunScriptCode
Execute a fragment of script code.
CallScriptFunction
Call a script function.
CallPrivateScriptFunction
Calls a script function from this entity's private script scope.
CallGlobalScriptFunction
Calls a script function in the global script scope.
Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput
Adds an entity I/O connection to this entity. Parameter format: OutputName→TargetName→InputName→Parameter→Delay→MaxRefires
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.

Outputs


TwoObjectPhysics:
OnBreak
Fired when the constraint breaks.

Base:

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
This output fires when the entity is killed and removed from the game. Parameter is the inflictor.