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phys_ballsocket#548333

<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.⤶ ⤶ In code, it is defined in the `BallSocketConstraint.cs` file under `addons\base\code\Entity\Hammer\Constraints`.⤶ ⤶ ## 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. ⤶ ⤶ ⤶ **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.⤶ ⤶ ⤶