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phys_slideconstraint#547202

<title>phys_slideconstraint</title>⤶ ⤶ # phys_slideconstraint⤶ ⤶ A constraint that constrains an entity along a line segment.⤶ ⤶ ### 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.⤶ ⤶ + Sliding Axis (`slideaxis`)⤶ ⤶ + Sliding Friction (`slidefriction`)⤶ > Set motor friction, 0 = no friction, 1 = friction that is about enough to counter gravity⤶ ⤶ + Initial Offset (`initialoffset`)⤶ > Initial offset in the range from -1 to 1 where -1 means spawn at the min limit, 0 means apply no offset, and 1 means spawn at max limit.⤶ ⤶ + Enable Linear Constraint (`enablelinearconstraint)⤶ ⤶ + Enable Angular Constraint (`enableangularconstraint`)⤶ ⤶ + Motor frequency (`motorfrequency`)⤶ > Range 0 - 30 (only used when driving the relative offset through the offset input).⤶ ⤶ + Motor damping ratio (`motordampingratio`)⤶ > Range 0 - 1 (only used when driving the relative offset through the offset input).⤶ ⤶ + Motor max force (`motormaxforcemultiplier`)⤶ > Measured in multiples (e.g. 10x) of the mass where zero means NO limit (only used when driving the relative offset through the offset input).⤶ ⤶ + Force Pivot (`useEntityPivot`) ⤶ > Force joint position as constraint pivot.⤶ ⤶ + Limit End Point (`limitendpoint`)⤶ > Stop at the end 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.