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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.