Revision Difference
phys_slideconstraint#547202
<title>phys_slideconstraint</title>⤶
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# phys_slideconstraint⤶
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A constraint that constrains an entity along a line segment.⤶
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### Keyvalues⤶
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+ Name (`targetname`) ⤶
> The name that other entities refer to this entity by.⤶
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+ Tags (`tags`) ⤶
> A list of general purpose tags for this entity, for interactions with other entities such as triggers.⤶
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+ Sliding Axis (`slideaxis`)⤶
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+ Sliding Friction (`slidefriction`)⤶
> Set motor friction, 0 = no friction, 1 = friction that is about enough to counter gravity⤶
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+ 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.⤶
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+ Enable Linear Constraint (`enablelinearconstraint)⤶
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+ Enable Angular Constraint (`enableangularconstraint`)⤶
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+ Motor frequency (`motorfrequency`)⤶
> Range 0 - 30 (only used when driving the relative offset through the offset input).⤶
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+ Motor damping ratio (`motordampingratio`)⤶
> Range 0 - 1 (only used when driving the relative offset through the offset input).⤶
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+ 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).⤶
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+ Force Pivot (`useEntityPivot`) ⤶
> Force joint position as constraint pivot.⤶
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+ Limit End Point (`limitendpoint`)⤶
> Stop at the end point.⤶
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+ Entity 1 (`attach1`) ⤶
> The source entity to constrain from. Leave empty to constrain from the world entity.⤶
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+ Entity 2 (`attach2`) ⤶
> The entity we constrain to. ⤶
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+ Enable Collision (`enablecollision`)⤶
> Constraints disable collision between the attached entities. In some rare cases we want to enable this collision. ⤶
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+ 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. ⤶
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+ 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.⤶
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+ Play Sound on Break (`breaksound`)⤶
> A sound played when the constraint is broken.