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phys_ballsocket#547240

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