phys_ballsocket
- Counter-Strike 2
- Half-Life: Alyx
- Dota 2
- Steam VR
Point Entity
A constraint that keeps the position of two objects fixed, relative to the constraint's origin. You can optionally specify limits for the relative twist and swing rotation.
Keyvalues
-
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Spawnflags (
spawnflags
) <Flags
>- No Collision until break
- Start inactive
- Change mass to keep stable attachment to world
- Do not connect entities until turned on
-
Entity 1 (
attach1
) <TargetDestination
> -
Entity 2 (
attach2
) <TargetDestination
> -
Impulse Limit to Break (kg) (
forcelimit
) <Float
>
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
) <Float
>
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
) <Sound
>
A sound played when the constraint is broken. -
Follow teleport distance (
teleportfollowdistance
) <Float
>
If one object teleports more than this many units away it will cause the other constrained object to teleport to an appropriate relative position. -
Spawnflags (
spawnflags
) <Flags
> -
Friction (
friction
) <Float
>
Resistance/friction in the constraint -
Enable Swing Limit (
enable_swing_limit
) <Boolean
>
Limit relative rotation away from the constraint's Z axis -
Swing Limit (
swing_limit
) <Float
>
Maximum swing angle in degrees, if the swing limit is enabled -
Enable Twist Limit (
enable_twist_limit
) <Boolean
>
Limit relative rotation about the Z axis -
Min Twist Angle (
min_twist_angle
) <Float
>
Minimum relative twist angle in degrees, if the twist limit is enabled -
Max Twist Angle (
max_twist_angle
) <Float
>
Maximum relative twist angle in degrees, if the twist limit is enabled
Inputs
-
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
KillConstrained <
Void
>
Removes this entity, all its children, and anything constrained to it, from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired. -
Break <
Void
>
Force the constraint to break. -
TurnOn <
Void
>
Enable the constraint. Do this when the objects don't exist when the constraint spawns - or when you have deactivated the constraint. Broken constraints can NOT be turned on. They have been deleted. -
TurnOff <
Void
>
Disable this constraint.
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. Parameter is the inflictor. -
OnBreak <
Void
>
Fired when the constraint breaks.
Point Entity
A constraint that keeps the position of two objects fixed, relative to the constraint's origin. It does not affect rotation.
Keyvalues
-
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Spawnflags (
spawnflags
) <Flags
>- No Collision until break
- Start inactive
- Change mass to keep stable attachment to world
- Do not connect entities until turned on
-
Entity 1 (
attach1
) <TargetDestination
> -
Entity 2 (
attach2
) <TargetDestination
> -
Impulse Limit to Break (kg) (
forcelimit
) <Float
>
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
) <Float
>
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
) <Sound
>
A sound played when the constraint is broken. -
Follow teleport distance (
teleportfollowdistance
) <Float
>
If one object teleports more than this many units away it will cause the other constrained object to teleport to an appropriate relative position. -
Spawnflags (
spawnflags
) <Flags
> -
Friction (
friction
) <Float
>
Resistance/friction in the constraint
Inputs
-
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired. -
Break <
Void
>
Force the constraint to break. -
TurnOn <
Void
>
Enable the constraint. Do this when the objects don't exist when the constraint spawns - or when you have deactivated the constraint. Broken constraints can NOT be turned on. They have been deleted. -
TurnOff <
Void
>
Disable this constraint.
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. -
OnBreak <
Void
>
Fired when the constraint breaks.
Point Entity
A constraint that keeps the position of two objects fixed, relative to the constraint's origin. You can optionally specify limits for the relative twist and swing rotation.
Keyvalues
-
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Spawnflags (
spawnflags
) <Flags
>- No Collision until break
- Start inactive
- Change mass to keep stable attachment to world
- Do not connect entities until turned on
-
Entity 1 (
attach1
) <TargetDestination
> -
Entity 2 (
attach2
) <TargetDestination
> -
Impulse Limit to Break (kg) (
forcelimit
) <Float
>
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
) <Float
>
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
) <Sound
>
A sound played when the constraint is broken. -
Follow teleport distance (
teleportfollowdistance
) <Float
>
If one object teleports more than this many units away it will cause the other constrained object to teleport to an appropriate relative position. -
Spawnflags (
spawnflags
) <Flags
> -
Friction (
friction
) <Float
>
Resistance/friction in the constraint -
Enable Swing Limit (
enable_swing_limit
) <Boolean
>
Limit relative rotation away from the constraint's Z axis -
Swing Limit (
swing_limit
) <Float
>
Maximum swing angle in degrees, if the swing limit is enabled -
Enable Twist Limit (
enable_twist_limit
) <Boolean
>
Limit relative rotation about the Z axis -
Min Twist Angle (
min_twist_angle
) <Float
>
Minimum relative twist angle in degrees, if the twist limit is enabled -
Max Twist Angle (
max_twist_angle
) <Float
>
Maximum relative twist angle in degrees, if the twist limit is enabled
Inputs
-
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
KillConstrained <
Void
>
Removes this entity, all its children, and anything constrained to it, from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired. -
Break <
Void
>
Force the constraint to break. -
TurnOn <
Void
>
Enable the constraint. Do this when the objects don't exist when the constraint spawns - or when you have deactivated the constraint. Broken constraints can NOT be turned on. They have been deleted. -
TurnOff <
Void
>
Disable this constraint.
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. Parameter is the inflictor. -
OnBreak <
Void
>
Fired when the constraint breaks.
Point Entity
A constraint that keeps the position of two objects fixed, relative to the constraint's origin. It does not affect rotation.
Keyvalues
-
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Spawnflags (
spawnflags
) <Flags
>- No Collision until break
- Start inactive
- Change mass to keep stable attachment to world
- Do not connect entities until turned on
-
Entity 1 (
attach1
) <TargetDestination
> -
Entity 2 (
attach2
) <TargetDestination
> -
Impulse Limit to Break (kg) (
forcelimit
) <Float
>
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
) <Float
>
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
) <Sound
>
A sound played when the constraint is broken. -
Follow teleport distance (
teleportfollowdistance
) <Float
>
If one object teleports more than this many units away it will cause the other constrained object to teleport to an appropriate relative position. -
Spawnflags (
spawnflags
) <Flags
> -
Friction (
friction
) <Float
>
Resistance/friction in the constraint
Inputs
-
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired. -
Break <
Void
>
Force the constraint to break. -
TurnOn <
Void
>
Enable the constraint. Do this when the objects don't exist when the constraint spawns - or when you have deactivated the constraint. Broken constraints can NOT be turned on. They have been deleted. -
TurnOff <
Void
>
Disable this constraint.
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. -
OnBreak <
Void
>
Fired when the constraint breaks.