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Phys pulleyconstraint

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phys_pulleyconstraint

Source(core) Point Entity


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.


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.


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


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.


outputs

  • OnBreak(void)
    Fired when the constraint breaks.


related tutorials

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