phys_slideconstraint
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phys_slideconstraint
is a point entity available in all 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
ortarget
).
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: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]
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.