S&box Wiki

Revision Difference

phys_pulleyconstraint#547243

<title>phys_pulleyconstraint</title> # phys_pulleyconstraint A constraint that is essentially two length constraints and two points. Imagine it as a virtual rope connected to two objects, each suspended from a pulley above them. The constraint keeps the sum of the distances between the pulley points and their suspended objects constant. ### 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. ⤶ **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.⤶ + Pully Posision 2 (`position2`) > The position of the pulley for Entity 2. **Pully Posision 2 (`position2`)**⤶ >* The position of the pulley for Entity 2.⤶ The pulley for Entity 1 is the origin of this constraint entity. Entity 1 is always suspended from pulley point 1, and Entity 2 is always suspended from pulley point. + 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. **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.