phys_slideconstraint
		
		
		
		
		
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| CPhysSlideConstraint | 
phys_slideconstraint  is a   point entity  available in all 
 Source games. It is a constraint that constrains an entity along a line segment.
steamapps/common/sourcesdk_content/hl2/mapsrc/sdk_phys_slideconstraint.vmf for example use (comes with Source SDK installation [confirm])Keyvalues
- Sliding Axis (slideaxis) <vector>
 - Axis of the constraint. Usually set with the Hammer helper tool.
 
- Friction (slidefriction) <float>
 - Resistance/friction in the constraint
 
- Load Scale (SystemLoadScale) <float>
 - Scale of the mass load connected to this constraint (1=just the objects directly connected)
 
- Minimum Sound Velocity (minSoundThreshold) <float>
 - When travelling below this many units/sec, will not play any sound.
 
- Full Sound Velocity (maxSoundThreshold) <float>
 - When travelling at this speed or above, will play sound at full volume.
 
- Travel sound (forward) (slidesoundfwd) <sound>
 - Play this sound when travelling forward on helper axis
 
- Travel sound (backward) (slidesoundback) <sound>
 - Play this sound when travelling backward on helper axis
 
- Reversal sound threshold (small) (reversalsoundthresholdSmall) <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) (reversalsoundthresholdMedium) <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) (reversalsoundthresholdLarge) <float>
 - When accelerating by more than this many units/sec^2 opposite to direction of travel, play the large reversal sound.
 
- Reversal sound (small) (reversalsoundSmall) <sound>
 - Play this sound when making a hard reverse over the small threshold but less than medium
 
- Reversal sound (medium) (reversalsoundMedium) <sound>
 - Play this sound when making a hard reverse over the medium threshold but less than large
 
- Reversal sound (large) (reversalsoundLarge) <sound>
 - Play this sound when making a hard reverse over the large threshold
 
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.
 
Flags
- No Collision until break : [1]
 
- Limit Endpoints : [2]
 
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.
 
Outputs
TwoObjectPhysics:
- OnBreak
 - Fired when the constraint breaks.