Revision Difference
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)
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⤶
+ Enable Collision (`enablecollision`)
> Constraints disable collision between the attached entities. In some rare cases we want to enable this collision. ⤶
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