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phys_ballsocket

phys_ballsocket icon

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.