phys_lengthconstraint
Class hierarchy |
---|
CPhysLength |
physconstraint.cpp
|
phys_lengthconstraint
is a point entity available in all Source games. It is a constraint that restricts the maximum (and optionally minimum) distance two objects are allowed to be from each other. It is most often used to simulate rope, though it does not support the "stiffening" of rope attachment points that can be observed in reality; an object can rotate a full 360° in fact, clipping right through any rope that may be attached.
The constraint can be made rigid with its second spawnflag. It then behaves much like a phys_ballsocket, except that the objects can freely rotate around their own centres.
Example map: sourcesdk_content\hl2\mapsrc\sdk_phys_lengthconstraint.vmf
Contents
Keyvalues
- Additional Length
(addlength)
<float> - Elasticity of the constraint. It is allowed to stretch this many units over or under its maximum and minimum length. The constraint will try to spring back to its preferred length.
- Minimum Length
(minlength)
<float> - Minimum distance between origin and attachpoint. Irrelevant if the constraint is rigid. Default is 0.
- Attached object 2 point
(attachpoint)
<vector> - The second end of the constraint (the other is the origin). The second attached entity will be rigidly constrained to this location, and the first to the origin.
- 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
Flags
No Collision until break : [1]
Keep Rigid : [2]
Start inactive : [4]
Change mass to keep stable attachment to world : [8]
Do not connect entities until turned on : [16]
Inputs
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
OnBreak
- Fired when the constraint breaks.