phys_genericconstraint
- Counter-Strike 2
- Half-Life: Alyx
- Dota 2
- Steam VR
Point Entity
A configurable constraint between two objects.
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. -
Linear Motion X (
linear_motion_x
) <Choices
>- Free motion
- Locked motion
-
Spring frequency (stiffness) (
linear_frequency_x
) <Float
> -
Spring damping ratio (
linear_damping_ratio_x
) <Float
>
0 for no damping and 1 for critical damping -
Impulse Limit to Break (kg) (
forcelimit_x
) <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. -
Notify when X force reaches (
notifyforce_x
) <Float
> -
Minimum time between event firing X event (0 disables firing) (
notifyforcemintime_x
) <Float
> -
Break after time at threshold on X (time) (
breakaftertime_x
) <Float
> -
Break after time threshold on X (threshold) (
breakaftertimethreshold_x
) <Float
> -
Linear Motion Y (
linear_motion_y
) <Choices
>- Free motion
- Locked motion
-
Spring frequency (stiffness) (
linear_frequency_y
) <Float
> -
Spring damping ratio (
linear_damping_ratio_y
) <Float
>
0 for no damping and 1 for critical damping -
Impulse Limit to Break (kg) (
forcelimit_y
) <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. -
Notify when Y force reaches (
notifyforce_y
) <Float
> -
Minimum time between event firing Y event (0 disables firing) (
notifyforcemintime_y
) <Float
> -
Break after time at threshold on Y (time) (
breakaftertime_y
) <Float
> -
Break after time threshold on Y (threshold) (
breakaftertimethreshold_y
) <Float
> -
Linear Motion Z (
linear_motion_z
) <Choices
>- Free motion
- Locked motion
-
Spring frequency (stiffness) (
linear_frequency_z
) <Float
> -
Spring damping ratio (
linear_damping_ratio_z
) <Float
>
0 for no damping and 1 for critical damping -
Impulse Limit to Break (kg) (
forcelimit_z
) <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. -
Notify when Z force reaches (
notifyforce_z
) <Float
> -
Minimum time between event firing Z event (0 disables firing) (
notifyforcemintime_z
) <Float
> -
Break after time at threshold on Z (time) (
breakaftertime_z
) <Float
> -
Break after time threshold on Z (threshold) (
breakaftertimethreshold_z
) <Float
> -
Angular Motion X (
angular_motion_x
) <Choices
>- Free motion
- Locked motion
-
Spring frequency (stiffness) (
angular_frequency_x
) <Float
> -
Spring damping ratio (
angular_damping_ratio_x
) <Float
>
0 for no damping and 1 for critical damping -
Angular Impulse Limit to Break (kg * distance) (
torquelimit_x
) <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. -
Angular Motion Y (
angular_motion_y
) <Choices
>- Free motion
- Locked motion
-
Spring frequency (stiffness) (
angular_frequency_y
) <Float
> -
Spring damping ratio (
angular_damping_ratio_y
) <Float
>
0 for no damping and 1 for critical damping -
Angular Impulse Limit to Break (kg * distance) (
torquelimit_y
) <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. -
Angular Motion Z (
angular_motion_z
) <Choices
>- Free motion
- Locked motion
-
Spring frequency (stiffness) (
angular_frequency_z
) <Float
> -
Spring damping ratio (
angular_damping_ratio_z
) <Float
>
0 for no damping and 1 for critical damping -
Angular Impulse Limit to Break (kg * distance) (
torquelimit_z
) <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.
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. -
SetLinearMotionLockedX <
Boolean
>\ -
SetLinearMotionLockedY <
Boolean
>\ -
SetLinearMotionLockedZ <
Boolean
>\ -
SetLinearFrequencyX <
Float
>\ -
SetLinearFrequencyY <
Float
>\ -
SetLinearFrequencyZ <
Float
>\ -
SetLinearDampingRatioX <
Float
>\ -
SetLinearDampingRatioY <
Float
>\ -
SetLinearDampingRatioZ <
Float
>\ -
SetAngularMotionLockedX <
Boolean
>\ -
SetAngularMotionLockedY <
Boolean
>\ -
SetAngularMotionLockedZ <
Boolean
>\ -
SetAngularFrequencyX <
Float
>\ -
SetAngularFrequencyY <
Float
>\ -
SetAngularFrequencyZ <
Float
>\ -
SetAngularDampingRatioX <
Float
>\ -
SetAngularDampingRatioY <
Float
>\ -
SetAngularDampingRatioZ <
Float
>\
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. -
NotifyForceReachedX <
Void
>
The requested force has been reached on the X axis. Won't fire if force min time is zero. -
NotifyForceReachedY <
Void
>
The requested force has been reached on the Y axis. Won't fire if force min time is zero. -
NotifyForceReachedZ <
Void
>
The requested force has been reached on the Z axis. Won't fire if force min time is zero.
Point Entity
A configurable constraint between two objects.
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. -
Linear Motion X (
linear_motion_x
) <Choices
>- Free motion
- Locked motion
-
Spring frequency (stiffness) (
linear_frequency_x
) <Float
> -
Spring damping ratio (
linear_damping_ratio_x
) <Float
>
0 for no damping and 1 for critical damping -
Impulse Limit to Break (kg) (
forcelimit_x
) <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. -
Notify when X force reaches (
notifyforce_x
) <Float
> -
Minimum time between event firing X event (0 disables firing) (
notifyforcemintime_x
) <Float
> -
Break after time at threshold on X (time) (
breakaftertime_x
) <Float
> -
Break after time threshold on X (threshold) (
breakaftertimethreshold_x
) <Float
> -
Linear Motion Y (
linear_motion_y
) <Choices
>- Free motion
- Locked motion
-
Spring frequency (stiffness) (
linear_frequency_y
) <Float
> -
Spring damping ratio (
linear_damping_ratio_y
) <Float
>
0 for no damping and 1 for critical damping -
Impulse Limit to Break (kg) (
forcelimit_y
) <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. -
Notify when Y force reaches (
notifyforce_y
) <Float
> -
Minimum time between event firing Y event (0 disables firing) (
notifyforcemintime_y
) <Float
> -
Break after time at threshold on Y (time) (
breakaftertime_y
) <Float
> -
Break after time threshold on Y (threshold) (
breakaftertimethreshold_y
) <Float
> -
Linear Motion Z (
linear_motion_z
) <Choices
>- Free motion
- Locked motion
-
Spring frequency (stiffness) (
linear_frequency_z
) <Float
> -
Spring damping ratio (
linear_damping_ratio_z
) <Float
>
0 for no damping and 1 for critical damping -
Impulse Limit to Break (kg) (
forcelimit_z
) <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. -
Notify when Z force reaches (
notifyforce_z
) <Float
> -
Minimum time between event firing Z event (0 disables firing) (
notifyforcemintime_z
) <Float
> -
Break after time at threshold on Z (time) (
breakaftertime_z
) <Float
> -
Break after time threshold on Z (threshold) (
breakaftertimethreshold_z
) <Float
> -
Angular Motion X (
angular_motion_x
) <Choices
>- Free motion
- Locked motion
-
Spring frequency (stiffness) (
angular_frequency_x
) <Float
> -
Spring damping ratio (
angular_damping_ratio_x
) <Float
>
0 for no damping and 1 for critical damping -
Angular Impulse Limit to Break (kg * distance) (
torquelimit_x
) <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. -
Angular Motion Y (
angular_motion_y
) <Choices
>- Free motion
- Locked motion
-
Spring frequency (stiffness) (
angular_frequency_y
) <Float
> -
Spring damping ratio (
angular_damping_ratio_y
) <Float
>
0 for no damping and 1 for critical damping -
Angular Impulse Limit to Break (kg * distance) (
torquelimit_y
) <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. -
Angular Motion Z (
angular_motion_z
) <Choices
>- Free motion
- Locked motion
-
Spring frequency (stiffness) (
angular_frequency_z
) <Float
> -
Spring damping ratio (
angular_damping_ratio_z
) <Float
>
0 for no damping and 1 for critical damping -
Angular Impulse Limit to Break (kg * distance) (
torquelimit_z
) <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.
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. -
NotifyForceReachedX <
Void
>
The requested force has been reached on the X axis. Won't fire if force min time is zero. -
NotifyForceReachedY <
Void
>
The requested force has been reached on the Y axis. Won't fire if force min time is zero. -
NotifyForceReachedZ <
Void
>
The requested force has been reached on the Z axis. Won't fire if force min time is zero.
Point Entity
A configurable constraint between two objects.
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. -
Linear Motion X (
linear_motion_x
) <Choices
>- Free motion
- Locked motion
-
Spring frequency (stiffness) (
linear_frequency_x
) <Float
> -
Spring damping ratio (
linear_damping_ratio_x
) <Float
>
0 for no damping and 1 for critical damping -
Impulse Limit to Break (kg) (
forcelimit_x
) <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. -
Notify when X force reaches (
notifyforce_x
) <Float
> -
Minimum time between event firing X event (0 disables firing) (
notifyforcemintime_x
) <Float
> -
Break after time at threshold on X (time) (
breakaftertime_x
) <Float
> -
Break after time threshold on X (threshold) (
breakaftertimethreshold_x
) <Float
> -
Linear Motion Y (
linear_motion_y
) <Choices
>- Free motion
- Locked motion
-
Spring frequency (stiffness) (
linear_frequency_y
) <Float
> -
Spring damping ratio (
linear_damping_ratio_y
) <Float
>
0 for no damping and 1 for critical damping -
Impulse Limit to Break (kg) (
forcelimit_y
) <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. -
Notify when Y force reaches (
notifyforce_y
) <Float
> -
Minimum time between event firing Y event (0 disables firing) (
notifyforcemintime_y
) <Float
> -
Break after time at threshold on Y (time) (
breakaftertime_y
) <Float
> -
Break after time threshold on Y (threshold) (
breakaftertimethreshold_y
) <Float
> -
Linear Motion Z (
linear_motion_z
) <Choices
>- Free motion
- Locked motion
-
Spring frequency (stiffness) (
linear_frequency_z
) <Float
> -
Spring damping ratio (
linear_damping_ratio_z
) <Float
>
0 for no damping and 1 for critical damping -
Impulse Limit to Break (kg) (
forcelimit_z
) <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. -
Notify when Z force reaches (
notifyforce_z
) <Float
> -
Minimum time between event firing Z event (0 disables firing) (
notifyforcemintime_z
) <Float
> -
Break after time at threshold on Z (time) (
breakaftertime_z
) <Float
> -
Break after time threshold on Z (threshold) (
breakaftertimethreshold_z
) <Float
> -
Angular Motion X (
angular_motion_x
) <Choices
>- Free motion
- Locked motion
-
Spring frequency (stiffness) (
angular_frequency_x
) <Float
> -
Spring damping ratio (
angular_damping_ratio_x
) <Float
>
0 for no damping and 1 for critical damping -
Angular Impulse Limit to Break (kg * distance) (
torquelimit_x
) <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. -
Angular Motion Y (
angular_motion_y
) <Choices
>- Free motion
- Locked motion
-
Spring frequency (stiffness) (
angular_frequency_y
) <Float
> -
Spring damping ratio (
angular_damping_ratio_y
) <Float
>
0 for no damping and 1 for critical damping -
Angular Impulse Limit to Break (kg * distance) (
torquelimit_y
) <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. -
Angular Motion Z (
angular_motion_z
) <Choices
>- Free motion
- Locked motion
-
Spring frequency (stiffness) (
angular_frequency_z
) <Float
> -
Spring damping ratio (
angular_damping_ratio_z
) <Float
>
0 for no damping and 1 for critical damping -
Angular Impulse Limit to Break (kg * distance) (
torquelimit_z
) <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.
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. -
SetLinearMotionLockedX <
Boolean
>\ -
SetLinearMotionLockedY <
Boolean
>\ -
SetLinearMotionLockedZ <
Boolean
>\ -
SetLinearFrequencyX <
Float
>\ -
SetLinearFrequencyY <
Float
>\ -
SetLinearFrequencyZ <
Float
>\ -
SetLinearDampingRatioX <
Float
>\ -
SetLinearDampingRatioY <
Float
>\ -
SetLinearDampingRatioZ <
Float
>\ -
SetAngularMotionLockedX <
Boolean
>\ -
SetAngularMotionLockedY <
Boolean
>\ -
SetAngularMotionLockedZ <
Boolean
>\ -
SetAngularFrequencyX <
Float
>\ -
SetAngularFrequencyY <
Float
>\ -
SetAngularFrequencyZ <
Float
>\ -
SetAngularDampingRatioX <
Float
>\ -
SetAngularDampingRatioY <
Float
>\ -
SetAngularDampingRatioZ <
Float
>\
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. -
NotifyForceReachedX <
Void
>
The requested force has been reached on the X axis. Won't fire if force min time is zero. -
NotifyForceReachedY <
Void
>
The requested force has been reached on the Y axis. Won't fire if force min time is zero. -
NotifyForceReachedZ <
Void
>
The requested force has been reached on the Z axis. Won't fire if force min time is zero.
Point Entity
A configurable constraint between two objects.
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. -
Linear Motion X (
linear_motion_x
) <Choices
>- Free motion
- Locked motion
-
Spring frequency (stiffness) (
linear_frequency_x
) <Float
> -
Spring damping ratio (
linear_damping_ratio_x
) <Float
>
0 for no damping and 1 for critical damping -
Impulse Limit to Break (kg) (
forcelimit_x
) <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. -
Notify when X force reaches (
notifyforce_x
) <Float
> -
Minimum time between event firing X event (0 disables firing) (
notifyforcemintime_x
) <Float
> -
Break after time at threshold on X (time) (
breakaftertime_x
) <Float
> -
Break after time threshold on X (threshold) (
breakaftertimethreshold_x
) <Float
> -
Linear Motion Y (
linear_motion_y
) <Choices
>- Free motion
- Locked motion
-
Spring frequency (stiffness) (
linear_frequency_y
) <Float
> -
Spring damping ratio (
linear_damping_ratio_y
) <Float
>
0 for no damping and 1 for critical damping -
Impulse Limit to Break (kg) (
forcelimit_y
) <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. -
Notify when Y force reaches (
notifyforce_y
) <Float
> -
Minimum time between event firing Y event (0 disables firing) (
notifyforcemintime_y
) <Float
> -
Break after time at threshold on Y (time) (
breakaftertime_y
) <Float
> -
Break after time threshold on Y (threshold) (
breakaftertimethreshold_y
) <Float
> -
Linear Motion Z (
linear_motion_z
) <Choices
>- Free motion
- Locked motion
-
Spring frequency (stiffness) (
linear_frequency_z
) <Float
> -
Spring damping ratio (
linear_damping_ratio_z
) <Float
>
0 for no damping and 1 for critical damping -
Impulse Limit to Break (kg) (
forcelimit_z
) <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. -
Notify when Z force reaches (
notifyforce_z
) <Float
> -
Minimum time between event firing Z event (0 disables firing) (
notifyforcemintime_z
) <Float
> -
Break after time at threshold on Z (time) (
breakaftertime_z
) <Float
> -
Break after time threshold on Z (threshold) (
breakaftertimethreshold_z
) <Float
> -
Angular Motion X (
angular_motion_x
) <Choices
>- Free motion
- Locked motion
-
Spring frequency (stiffness) (
angular_frequency_x
) <Float
> -
Spring damping ratio (
angular_damping_ratio_x
) <Float
>
0 for no damping and 1 for critical damping -
Angular Impulse Limit to Break (kg * distance) (
torquelimit_x
) <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. -
Angular Motion Y (
angular_motion_y
) <Choices
>- Free motion
- Locked motion
-
Spring frequency (stiffness) (
angular_frequency_y
) <Float
> -
Spring damping ratio (
angular_damping_ratio_y
) <Float
>
0 for no damping and 1 for critical damping -
Angular Impulse Limit to Break (kg * distance) (
torquelimit_y
) <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. -
Angular Motion Z (
angular_motion_z
) <Choices
>- Free motion
- Locked motion
-
Spring frequency (stiffness) (
angular_frequency_z
) <Float
> -
Spring damping ratio (
angular_damping_ratio_z
) <Float
>
0 for no damping and 1 for critical damping -
Angular Impulse Limit to Break (kg * distance) (
torquelimit_z
) <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.
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. -
NotifyForceReachedX <
Void
>
The requested force has been reached on the X axis. Won't fire if force min time is zero. -
NotifyForceReachedY <
Void
>
The requested force has been reached on the Y axis. Won't fire if force min time is zero. -
NotifyForceReachedZ <
Void
>
The requested force has been reached on the Z axis. Won't fire if force min time is zero.