phys_genericconstraint
phys_genericconstraint
is a point entity available in all Source 2 games. It is a configurable constraint between two objects.
Keyvalues
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Linear Motion X
(linear_motion_x)
to(linear_motion_z)
<choices>
Value Description JOINT_MOTION_FREE
Free motion JOINT_MOTION_LOCKED
Locked motion
- Spring frequency (stiffness)
(linear_frequency_x)
to(linear_frequency_z)
<float> - Spring damping ratio
(linear_damping_ratio_x)
to(linear_damping_ratio_z)
<float> - 0 for no damping and 1 for critical damping
- Impulse Limit to Break (kg)
(forcelimit_x)
to(forcelimit_z)
<float> - The amount of impulse 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.
- Notify when X force reaches
(notifyforce_x)
to(notifyforce_z)
<float> - Minimum time between event firing X event (0 disables firing)
(notifyforcemintime_x)
to(notifyforcemintime_z)
<float> - Break after time at threshold on X (time)
(breakaftertime_x)
to(breakaftertime_z)
<float> - Break after time threshold on X (threshold)
(breakaftertimethreshold_x)
to(breakaftertimethreshold_z)
<float> - Angular Motion X
(angular_motion_x)
to(angular_motion_z)
<choices>
Value Description JOINT_MOTION_FREE
Free motion JOINT_MOTION_LOCKED
Locked motion
- Spring frequency (stiffness)
(angular_frequency_x)
to(angular_frequency_z)
<float> - Spring damping ratio
(angular_damping_ratio_x)
to(angular_damping_ratio_z)
<float> - 0 for no damping and 1 for critical damping
- Angular Impulse Limit to Break (kg * distance)
(torquelimit_x)
to(torquelimit_z)
<float> - The amount of angular impulse 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.
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: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
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
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.
Outputs
NotifyForceReachedX
toNotifyForceReachedZ
- The requested force has been reached on the X/Y/Z axis. Won't fire if force min time is zero.
TwoObjectPhysics:
OnBreak
- Fired when the constraint breaks.