Revision Difference
phys_pulleyconstraint#547334
<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.
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## Code Path⤶
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Base : `addons\base\code\Entity\Base\BaseConstraint.cs`⤶
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Entity Code : `addons\base\code\Entity\Hammer\Constraints\PulleyConstraint.cs` ⤶
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## Keyvalues⤶
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In code, it is defined in `PulleyConstraint.cs` file under `addons\base\code\Entity\Hammer\Constraints`⤶
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## 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.
**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.
**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.