Revision Difference
phys_lengthconstraint#547187
<title>phys_lengthconstraint</title>⤶
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# phys_lengthconstraint⤶
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A constraint that preserves the distance between two entities. If the 'Keep Rigid' flag is set, think of it as a rod. If not, think of it as a virtual rope.⤶
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### Keyvalues⤶
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+ Name (`targetname`) ⤶
> The name that other entities refer to this entity by.⤶
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+ Tags (`tags`) ⤶
> A list of general purpose tags for this entity, for interactions with other entities such as triggers.⤶
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+ Additional Length (`addlength`)⤶
> Add (or subtract) this amount to the rest length of the rope.⤶
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+ Minimum Length (`minlength`)⤶
> If the constraint is not rigid, this is the minimum length it can be.⤶
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+ Attached object 2 point (`attachpoint`)⤶
> The position the rope attaches to object 2⤶
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+ Keep Rigid (`KeepRigid`)⤶
> Keep the constraint rigid, as if it were a stick.⤶
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+ Particle Effect (`ParticleEffect`)⤶
> If give, will spawn given particle as the rope. Particle's Control Point 1 will be set to the target entity, and will be removed if the constraint breaks.⤶
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+ Entity 1 (`attach1`) ⤶
> The source entity to constrain from. Leave empty to constrain from the world entity.⤶
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+ Entity 2 (`attach2`) ⤶
> The entity we constrain to. ⤶
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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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+ 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. ⤶
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+ 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.⤶
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+ Play Sound on Break (`breaksound`)⤶
> A sound played when the constraint is broken.⤶