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.