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phys_hinge_local

Point Entity

A physically simulated hinge. Use the helper to define the axis of rotation.

Keyvalues

  • Minimum Sound Velocity (minSoundThreshold) <Float>
    When travelling below this many units/sec, will not play any sound.

  • Full Sound Velocity (maxSoundThreshold) <Float>
    When travelling at this speed or above, will play sound at full volume.

  • Travel sound (forward) (slidesoundfwd) <Sound>
    Play this sound when travelling forward on helper axis

  • Travel sound (backward) (slidesoundback) <Sound>
    Play this sound when travelling backward on helper axis

  • Reversal sound threshold (small) (reversalsoundthresholdSmall) <Float>
    When accelerating by more than this many units/sec^2 opposite to direction of travel, play the small reversal sound.

  • Reversal sound threshold (medium) (reversalsoundthresholdMedium) <Float>
    When accelerating by more than this many units/sec^2 opposite to direction of travel, play the medium reversal sound.

  • Reversal sound threshold (large) (reversalsoundthresholdLarge) <Float>
    When accelerating by more than this many units/sec^2 opposite to direction of travel, play the large reversal sound.

  • Reversal sound (small) (reversalsoundSmall) <Sound>
    Play this sound when making a hard reverse over the small threshold but less than medium

  • Reversal sound (medium) (reversalsoundMedium) <Sound>
    Play this sound when making a hard reverse over the medium threshold but less than large

  • Reversal sound (large) (reversalsoundLarge) <Sound>
    Play this sound when making a hard reverse over the large threshold

  • 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.

  • Friction (hingefriction) <Float>
    Resistance/friction in the hinge

  • Min Rotation Limit (min_rotation) <Float>
    Minimum rotation limit around hinge axis

  • Max Rotation Limit (max_rotation) <Float>
    Maximum rotation limit around hinge axis

  • Initial rotation (initial_rotation) <Float>
    Initial rotation of the hinge (values -1 to 1 where -1 mean open at minimum limit and 1 means open at maximum limit)

  • Local Space Hinge Axis (hingeaxis) <LocalAxis>

  • Motor frequency (motorfrequency) <Float>
    Range 0 - 30 (only used when driving the relative angle through the angle input)

  • Motor damping ratio (motordampingratio) <Float>
    Range 0 - 1 (only used when driving the relative angle through the angle input)

  • Load Scale (SystemLoadScale) <Float>
    Scale of the load connected to this hinge (1=just the objects directly connected)

  • Threshold for move events (AngleSpeedThreshold) <Float>

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.

  • SetAngularVelocity <Float>
    Set angular velocity around the hinge (motor) in deg/sec

  • SetHingeFriction <Float>
    Set Motor Friction, 0 = no friction, 1 = friction that is about enough to counter gravity

  • SetMinLimit <Float>
    Set the minimum hinge angle (degrees)

  • SetMaxLimit <Float>
    Set the maximum hinge angle (degrees)

  • SetMotorTargetVelocity <Float>
    Set Motor target velocity in deg/sec, use 0 to just turn friction on

  • SetMotorTargetAngle <Float>
    Set Motor target angle, degrees. Exact number depends on constrained bodies reference frames and initial configuration. See constraint limits for reference to sensible range of values.

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.

  • NotifyMinLimitReached <Void>
    The min limit has been reached.

  • NotifyMaxLimitReached <Void>
    The max limit has been reached.

  • OnStartMoving <Void>
    Fires if the attached objects start rotating around the hinge axis relatively to each other.

  • OnStopMoving <Void>
    Fires if the attached objects stip rotating around the hinge axis relatively to each other.