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Phys pulleyconstraint
From HalfLife 2 Knowledge Base
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phys_pulleyconstraint
Source(core) Point Entity
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description
A constraint that is essentially two length constraints and two points. Imagine it as a virtual rope connected to two objects, each suspended from a pulley above them.The constraint keeps the sum of the distances between the pulley points and their suspended objects constant.
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properties
- Entity 1 attach1(target_destination)
- Entity 2 attach2(target_destination)
- Constraint System Manager constraintsystem(target_destination)
The name of a phys_constraintsystem that this constraint should be a part of. All constraints on a set of entities should be placed in the same system, or they will fight each other during simulation. - Force Limit to Break (lbs) forcelimit(float) - default: 0
The amount of force 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. - Torque Limit to Break (lbs * distance) torquelimit(float) - default: 0
The amount of torque 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. - Additional Length addlength(float) - default: 0
Add (or subtract) this amount to the rest length of the pulley rope. - Pulley Gear Ratio gearratio(float) - default: 1
Add (or subtract) this amount to the rest length of the pulley rope. - Pulley Position 2 position2(vecline)
The position of the pulley for Entity 2. The pulley for Entity 1 is the origin of this constraint entity. Entity 1 is always suspended from pulley point 1, and Entity 2 is always suspended from pulley point 2.
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spawn flags
- 1: No Collision until break - default: OFF
- 4: Start inactive - default: OFF
- 8: Change mass to keep stable attachment to world - default: OFF
- 1: No Collision until break - default: ON
- 2: Keep Rigid - default: OFF
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inputs
- 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.
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outputs
- OnBreak(void)
Fired when the constraint breaks.
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related tutorials
Submit your tutorial for phys_pulleyconstraint

