Revision Difference
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>