Revision Difference
phys_lengthconstraint#548331
<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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In code, it is defined in the `LengthConstraint.cs` file under `addons\base\code\Entity\Hammer\Constraints`.⤶
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## Keyvalues⤶
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**Name (`targetname`)**⤶
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>* The name that other entities refer to this entity by.⤶
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**Tags (`tags`)** ⤶
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>* A list of general purpose tags for this entity, for interactions with other entities such as triggers.⤶
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**Additional Length (`addlength`)**⤶
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>* Add (or subtract) this amount to the rest length of the rope.⤶
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**Minimum Length (`minlength`)**⤶
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>* If the constraint is not rigid, this is the minimum length it can be.⤶
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**Attached object 2 point (`attachpoint`)**⤶
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>* The position the rope attaches to object 2⤶
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**Keep Rigid (`KeepRigid`)**⤶
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>* Keep the constraint rigid, as if it were a stick.⤶
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**Particle Effect (`ParticleEffect`)**⤶
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>* 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`)** ⤶
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>* The source entity to constrain from. Leave empty to constrain from the world entity.⤶
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**Entity 2 (`attach2`)** ⤶
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>* The entity we constrain to. ⤶
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**Enable Collision (`enablecollision`)**⤶
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>* 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`)**⤶
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>* 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`)**⤶
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>* 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`)**⤶
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>* A sound played when the constraint is broken.⤶