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phys_pulleyconstraint#548330

<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.⤶ ⤶ In code, it is defined in the `PulleyConstraint.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.⤶ ⤶ **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.