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phys_slideconstraint

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phys_slideconstraint is a point entity available in all Source 2 Source 2 games. It is a constraint that constrains an entity along a line segment.

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Sliding Axis (slideaxis) <vector>
Axis of the constraint. Usually set with the Hammer helper tool.
Set motor friction (slidefriction) <float>
0 = no friction, 1 = friction that is about enough to counter gravity
Load Scale (SystemLoadScale) <float>
Scale of the mass load connected to this constraint (1=just the objects directly connected)
Initial Offset (initialoffset) <float>
Initial offset in the range from -1 to 1 where -1 means spawn at the min limit, 0 means apply no offset, and 1 means spawn at max limit
Enable Linear Constraint (enablelinearconstraint) <boolean>
Enable Angular Constraint (enableangularconstraint) <boolean>
Motor frequency (motorfrequency) <float>
Range 0 - 30 (only used when driving the relative offset through the offset input)
Motor damping ratio (motordampingratio) <float>
Range 0 - 1 (only used when driving the relative offset through the offset input)
Motor max force (motormaxforcemultiplier) <float>
Measured in multiples (e.g. 10x) of the mass where zero means NO limit (only used when driving the relative offset through the offset input)
Force Pivot (useEntityPivot) <float>
Force joint position as constraint pivot
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.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 name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
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]
Limit Endpoints : [2]

Inputs

SetOffset <float>
Normalized input to drive along the slide axis. E.g 0 = min limit and 1 = max limit
SetVelocity <float>
Set linear velocity along the constraint
SetSlideFriction <float>
Set motor friction
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.