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phys_slideconstraint

Point Entity

A constraint that constrains an entity along a line segment.

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.

  • Spawnflags (spawnflags) <Flags>

    • No Collision until break
    • Limit Endpoints
  • Sliding Axis (slideaxis) <Vecline>

  • Set motor friction, 0 = no friction, 1 = friction that is about enough to counter gravity (slidefriction) <Float>

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

  • Initial Offset (initialoffset) <Float>
    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) <Boolean>

  • Enable Angular Constraint (enableangularconstraint) <Boolean>

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

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

  • Motor max force (motormaxforcemultiplier) <Float>
    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) <Boolean>
    Force joint position as constraint pivot

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.

  • SetOffset <Float>
    Normalized input to drive along the slide axis. E.g 0 = min limit and 1 = max limit

  • SetVelocity <Float>
    Set linear velocity along the constraint

  • SetSlideFriction <Float>
    Set motor friction, 0 = no friction, 1 = friction that is about enough to counter gravity

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.