S&box Wiki

Revision Difference

phys_slideconstraint#548329

<title>phys_slideconstraint</title>⤶ ⤶ # phys_slideconstraint⤶ ⤶ A constraint that constrains an entity along a line segment.⤶ ⤶ In code, it is defined in the `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.