phys_genericconstraint
- Counter-Strike 2
- Half-Life: Alyx
- Dota 2
- Steam VR
Point Entity
A configurable constraint between two objects.
Keyvalues
-
Parent (
parentname) <TargetDestination>
The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent. -
Parent Bone/Attachment Name (
parentAttachmentName) <ParentAttachment>
The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment. NOTE: If this is specified the Hammer transform will be disregarded, even if 'Use Local Transform' is NOT specified (in that case local transform will be identity) -
Use Local Transform (
useLocalOffset) <Boolean>
Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent. -
Local Origin (
local.origin) <Vector>
Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Local Angles (
local.angles) <Angle>
Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Local Scale (
local.scales) <Vector>
Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
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 (
1) - Start inactive (
4) - Do not connect entities until turned on (
16)
- No Collision until break (
-
Entity 1 (
attach1) <TargetDestination> -
Entity 2 (
attach2) <TargetDestination> -
Entity 1 Attachment Name (
attachment1) <String>
If set, we'll attach to the body / location corresponding to this attachment. -
Entity 2 Attachment Name (
attachment2) <String>
If set, we'll attach to the body / location corresponding to this attachment. -
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. -
Treat Entity 1 As Infinite Mass (
treat_entity1_as_infinite_mass) <Boolean>
If true, the joint will not affect the motion of Entity 1. Entity 2 will just follow Entity 1. -
Linear Motion X (
linear_motion_x) <Choices>- Free motion (
JOINT_MOTION_FREE) - Locked motion (
JOINT_MOTION_LOCKED)
- Free 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 (
JOINT_MOTION_FREE) - Locked motion (
JOINT_MOTION_LOCKED)
- Free 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 (
JOINT_MOTION_FREE) - Locked motion (
JOINT_MOTION_LOCKED)
- Free 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 (
JOINT_MOTION_FREE) - Locked motion (
JOINT_MOTION_LOCKED)
- Free 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 (
JOINT_MOTION_FREE) - Locked motion (
JOINT_MOTION_LOCKED)
- Free 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 (
JOINT_MOTION_FREE) - Locked motion (
JOINT_MOTION_LOCKED)
- Free 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
-
SetParent <
TargetDestination>
Changes the entity's parent in the movement hierarchy. -
SetParentAttachment <
String>
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. -
SetParentAttachmentMaintainOffset <
String>
Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached. -
ClearParent <
Void>
Removes this entity from the the movement hierarchy, leaving it free to move independently. -
FollowEntity <
String>
Bone merges this entity to a parent entity. Call again passing nothing to end the bone merge. -
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 (
1) - Start inactive (
4) - Change mass to keep stable attachment to world (
8) - Do not connect entities until turned on (
16)
- No Collision until break (
-
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 (
JOINT_MOTION_FREE) - Locked motion (
JOINT_MOTION_LOCKED)
- Free 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 (
JOINT_MOTION_FREE) - Locked motion (
JOINT_MOTION_LOCKED)
- Free 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 (
JOINT_MOTION_FREE) - Locked motion (
JOINT_MOTION_LOCKED)
- Free 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 (
JOINT_MOTION_FREE) - Locked motion (
JOINT_MOTION_LOCKED)
- Free 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 (
JOINT_MOTION_FREE) - Locked motion (
JOINT_MOTION_LOCKED)
- Free 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 (
JOINT_MOTION_FREE) - Locked motion (
JOINT_MOTION_LOCKED)
- Free 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
-
Parent (
parentname) <TargetDestination>
The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent. -
Parent Bone/Attachment Name (
parentAttachmentName) <ParentAttachment>
The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment. NOTE: If this is specified the Hammer transform will be disregarded, even if 'Use Local Transform' is NOT specified (in that case local transform will be identity) -
Use Local Transform (
useLocalOffset) <Boolean>
Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent. -
Local Origin (
local.origin) <Vector>
Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Local Angles (
local.angles) <Angle>
Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Local Scale (
local.scales) <Vector>
Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
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 (
1) - Start inactive (
4) - Do not connect entities until turned on (
16)
- No Collision until break (
-
Entity 1 (
attach1) <TargetDestination> -
Entity 2 (
attach2) <TargetDestination> -
Entity 1 Attachment Name (
attachment1) <String>
If set, we'll attach to the body / location corresponding to this attachment. -
Entity 2 Attachment Name (
attachment2) <String>
If set, we'll attach to the body / location corresponding to this attachment. -
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. -
Treat Entity 1 As Infinite Mass (
treat_entity1_as_infinite_mass) <Boolean>
If true, the joint will not affect the motion of Entity 1. Entity 2 will just follow Entity 1. -
Linear Motion X (
linear_motion_x) <Choices>- Free motion (
JOINT_MOTION_FREE) - Locked motion (
JOINT_MOTION_LOCKED)
- Free 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 (
JOINT_MOTION_FREE) - Locked motion (
JOINT_MOTION_LOCKED)
- Free 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 (
JOINT_MOTION_FREE) - Locked motion (
JOINT_MOTION_LOCKED)
- Free 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 (
JOINT_MOTION_FREE) - Locked motion (
JOINT_MOTION_LOCKED)
- Free 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 (
JOINT_MOTION_FREE) - Locked motion (
JOINT_MOTION_LOCKED)
- Free 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 (
JOINT_MOTION_FREE) - Locked motion (
JOINT_MOTION_LOCKED)
- Free 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
-
SetParent <
TargetDestination>
Changes the entity's parent in the movement hierarchy. -
SetParentAttachment <
String>
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. -
SetParentAttachmentMaintainOffset <
String>
Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached. -
ClearParent <
Void>
Removes this entity from the the movement hierarchy, leaving it free to move independently. -
FollowEntity <
String>
Bone merges this entity to a parent entity. Call again passing nothing to end the bone merge. -
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 (
1) - Start inactive (
4) - Change mass to keep stable attachment to world (
8) - Do not connect entities until turned on (
16)
- No Collision until break (
-
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 (
JOINT_MOTION_FREE) - Locked motion (
JOINT_MOTION_LOCKED)
- Free 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 (
JOINT_MOTION_FREE) - Locked motion (
JOINT_MOTION_LOCKED)
- Free 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 (
JOINT_MOTION_FREE) - Locked motion (
JOINT_MOTION_LOCKED)
- Free 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 (
JOINT_MOTION_FREE) - Locked motion (
JOINT_MOTION_LOCKED)
- Free 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 (
JOINT_MOTION_FREE) - Locked motion (
JOINT_MOTION_LOCKED)
- Free 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 (
JOINT_MOTION_FREE) - Locked motion (
JOINT_MOTION_LOCKED)
- Free 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.