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constraint.Ballsocket#560642

<function name="Ballsocket" parent="constraint" type="libraryfunc"> <description>Creates a ballsocket joint.</description> <description>Creates a ballsocket joint. See See <page>constraint.AdvBallsocket</page> if you also wish to limit rotation angles in some way.</description> <realm>Server</realm> <file line="1214-L1258">lua/includes/modules/constraint.lua</file> <args> <arg name="Ent1" type="Entity">First entity</arg>⤶ <arg name="Ent2" type="Entity">Second entity</arg>⤶ <arg name="Bone1" type="number">Bone of first entity (0 for non-ragdolls)</arg>⤶ <arg name="Bone2" type="number">Bone of second entity (0 for non-ragdolls)</arg> <arg name="LocalPos" type="Vector">Centerposition of the joint, relative to the **second** entity.</arg>⤶ <arg name="forcelimit" type="number">Amount of force until it breaks (0 = unbreakable)</arg> <arg name="torquelimit" type="number">Amount of torque (rotation speed) until it breaks (0 = unbreakable)</arg> <arg name="nocollide" type="number">Whether the entities should be nocollided</arg>⤶ <arg name="ent1" type="Entity">First entity.</arg>⤶ <arg name="ent2" type="Entity">Second entity.</arg>⤶ <arg name="bone1" type="number"><page>PhysObj</page> number of first entity to constrain to. (0 for non-ragdolls).⤶ ⤶ See <page>Entity:TranslateBoneToPhysBone</page>.</arg> <arg name="bone2" type="number"><page>PhysObj</page> number of second entity to constrain to. (0 for non-ragdolls).⤶ ⤶ See <page>Entity:TranslateBoneToPhysBone</page>.</arg> <arg name="localPos" type="Vector">Center position of the joint, relative to the **second** entity's physics object.</arg> <arg name="forcelimit" type="number" default="0">Amount of force until it breaks (0 = unbreakable)</arg>⤶ <arg name="torquelimit" type="number" default="0">Amount of torque (rotation speed) until it breaks (0 = unbreakable)</arg>⤶ <arg name="nocollide" type="number" default="0">Whether the constrained entities should collided with each other or not.</arg>⤶ </args> <rets> <ret name="" type="Entity">Constraint. Will return false if the constraint could not be created.</ret> <ret name="" type="Entity">The crated constraint. ([phys_ballsocket](https://developer.valvesoftware.com/wiki/Phys_ballsocket)) Will return `false` if the constraint could not be created.</ret> </rets> </function>