phys_ragdollconstraint
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phys_ragdollconstraint
is a point entity available in all Source games. It is a constraint that fixes the position of two entities, relative to this constraint's origin. Also allows for limits on the rotation around each axis, in the space of this constraint.
Keyvalues
- X axis min limit (xmin) <float>
- -180 min and 180 max = no constraint on X axis. Default value is -90
- X axis max limit (xmax) <float>
- -180 min and 180 max = no constraint on X axis. Default value is 90
- Y axis min limit (ymin) <float>
- -180 min and 180 max = no constraint on Y axis. Default value is 0
- Y axis max limit (ymax) <float>
- -180 min and 180 max = no constraint on Y axis. Default value is 0
- Z axis min limit (zmin) <float>
- -180 min and 180 max = no constraint on Z axis. Default value is 0
- Z axis max limit (zmax) <float>
- -180 min and 180 max = no constraint on Z axis. Default value is 0
- X axis friction (xfriction) <float>
- Y axis friction (yfriction) <float>
- Z axis friction (zfriction) <float>
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
Flags
- 1 : No Collision until break
- 2 : Only limit rotation (free movement)
No Collision until break : [1]
Start inactive : [4]
Change mass to keep stable attachment to world : [8]
Do not connect entities until turned on : [16]
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
TwoObjectPhysics:
- OnBreak
- Fired when the constraint breaks.