Revision Difference
phys_lengthconstraint#547325
<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.
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### Keyvalues⤶
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## Code Path⤶
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Base : `addons\base\code\Entity\Base\BaseConstraint.cs`⤶
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Entity Code : `addons\base\code\Entity\Hammer\Constraints\LengthConstraint.cs`⤶
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## 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.
**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
**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.
**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.