Revision Difference
phys_slideconstraint#547244
<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.
⤶
**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).⤶
**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`)**⤶
+ 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.
>* 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. **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.