S&box Wiki

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. ⤶ ### Keyvalues⤶ ⤶ ## Code Path⤶ ⤶ Base : `addons\base\code\Entity\Base\BaseConstraint.cs`⤶ ⤶ Entity Code : `addons\base\code\Entity\Hammer\Constraints\LengthConstraint.cs`⤶ ⤶ ## 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.