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phys_lengthconstraint#548331

<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.⤶ ⤶ In code, it is defined in the `LengthConstraint.cs` file under `addons\base\code\Entity\Hammer\Constraints`.⤶ ⤶ ## 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.⤶