Revision Difference
phys_ballsocket#548333
<title>phys_ballsocket</title>⤶
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# phys_ballsocket⤶
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A constraint that keeps the position of two objects fixed, relative to the constraint's origin. It does not affect rotation.⤶
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In code, it is defined in the `BallSocketConstraint.cs` file under `addons\base\code\Entity\Hammer\Constraints`.⤶
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## Keyvalues⤶
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**Name (`targetname`)** ⤶
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>* The name that other entities refer to this entity by.⤶
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**Tags (`tags`)** ⤶
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>* A list of general purpose tags for this entity, for interactions with other entities such as triggers.⤶
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**Friction (`friction`)** ⤶
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>* Resistance/friction in the constraint.⤶
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**Entity 1 (`attach1`)** ⤶
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>* The source entity to constrain from. Leave empty to constrain from the world entity.⤶
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**Entity 2 (`attach2`)** ⤶
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>* The entity we constrain to. ⤶
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**Enable Collision (`enablecollision`)** ⤶
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>* Constraints disable collision between the attached entities. In some rare cases we want to enable this collision. ⤶
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**Impulse Limit to Break (kg) (`forcelimit`)**⤶
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>* 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. ⤶
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**Angular Impulse Limit to Break (kg distance) (`torquelimit`)**⤶
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>* 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.⤶
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**Play Sound on Break (`breaksound`)**⤶
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>* A sound played when the constraint is broken.⤶
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