Revision Difference
phys_slideconstraint#548329
<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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In code, it is defined in the `SlideConstraint.cs` file under `addons\base\code\Entity\Hammer\Constraints`⤶
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## Keyvalues⤶
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**Name (`targetname`)** ⤶
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>* The name that other entities refer to this entity by.⤶
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**Tags (`tags`)** ⤶
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>* 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`)**⤶
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>* Set motor friction, 0 = no friction, 1 = friction that is about enough to counter gravity⤶
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**Initial Offset (`initialoffset`)**⤶
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>* 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`)**⤶
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>* Range 0 - 30 (only used when driving the relative offset through the offset input).⤶
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**Motor damping ratio (`motordampingratio`)**⤶
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>* Range 0 - 1 (only used when driving the relative offset through the offset input).⤶
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**Motor max force (`motormaxforcemultiplier`)**⤶
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>* 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`)** ⤶
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>* Force joint position as constraint pivot.⤶
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**Limit End Point (`limitendpoint`)**⤶
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>* Stop at the end point.⤶
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**Entity 1 (`attach1`)** ⤶
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>* The source entity to constrain from. Leave empty to constrain from the world entity.⤶
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**Entity 2 (`attach2`)** ⤶
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>* The entity we constrain to. ⤶
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**Enable Collision (`enablecollision`)**⤶
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>* 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`)**⤶
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>* 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`)**⤶
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>* 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`)**⤶
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>* A sound played when the constraint is broken.