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phys_ballsocket#547181

<title>phys_ballsocket</title> # phys_ballsocket A constraint that keeps the position of two objects fixed, relative to the constraint's origin. It does not affect rotation. ### Keyvalues ⤶ + Name (`targetname`) ⤶ > The name that other entities refer to this entity by.⤶ ⤶ + Tags (`tags`) ⤶ > A list of general purpose tags for this entity, for interactions with other entities such as triggers.⤶ ⤶ + Friction (`friction`) ⤶ > Resistance/friction in the constraint.⤶ ⤶ + Entity 1 (`attach1`) ⤶ > The source entity to constrain from. Leave empty to constrain from the world entity.⤶ ⤶ + Entity 2 (`attach2`) ⤶ > The entity we constrain to. ⤶ ⤶ + Impulse Limit to Break (kg) (`forcelimit`)⤶ > The amount of impulse an impact must apply to the constraint to break it. A way of calculating this is to set it to the mass of an object that would break this constraint if it were resting on the constrainted objects. ⤶ + Name (targetname) ⤶ + Tags (tags) + Friction (friction) ⤶ + Entity 1 (attach1) ⤶ + Entity 2 (attach2) ⤶ ⤶ + Impulse Limit to Break (kg) (forcelimit)⤶ ⤶ + Angular Impulse Limit to Break (kg* distance) (torquelimit)⤶ ⤶ + Play Sound on Break (breaksound)⤶ + Angular Impulse Limit to Break (kg* distance) (`torquelimit`) > The amount of angular impulse required to break the constraint. 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`) > A sound played when the constraint is broken. ### Flags + Enable Collision (enablecollision) ⤶ ⤶ + Enable Collision (`enablecollision`) > Constraints disable collision between the attached entities. In some rare cases we want to enable this collision. ⤶