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phys_slideconstraint#547335

<title>phys_slideconstraint</title> # phys_slideconstraint A constraint that constrains an entity along a line segment. ⤶ ## Code Path⤶ ⤶ Base : `addons\base\code\Entity\Base\BaseConstraint.cs`⤶ ⤶ Entity Code : `addons\base\code\Entity\Hammer\Constraints\SlideConstraint.cs` ⤶ ⤶ In code, it is defined in `SlideConstraint.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. **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.