Revision Difference
phys_lengthconstraint#547242
<title>phys_lengthconstraint</title>
# phys_lengthconstraint
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.
### 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.
⤶
+ Additional Length (`addlength`)
> Add (or subtract) this amount to the rest length of the rope.
⤶
**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.
⤶
**Additional Length (`addlength`)**⤶
⤶
>* Add (or subtract) this amount to the rest length of the rope.⤶
+ Minimum Length (`minlength`)⤶
> If the constraint is not rigid, this is the minimum length it can be.
**Minimum Length (`minlength`)**⤶
>* If the constraint is not rigid, this is the minimum length it can be.⤶
+ Attached object 2 point (`attachpoint`)⤶
> The position the rope attaches to object 2⤶
**Attached object 2 point (`attachpoint`)**⤶
⤶
>* The position the rope attaches to object 2⤶
+ Keep Rigid (`KeepRigid`)⤶
> Keep the constraint rigid, as if it were a stick.
**Keep Rigid (`KeepRigid`)**⤶
>* Keep the constraint rigid, as if it were a stick.⤶
+ 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.
⤶
+ 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. ⤶
**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.
⤶
**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.⤶