phys_spring

phys_spring

Re: phys_spring Posted by coldbladed on Sat Nov 13th 2004 at 9:05pm
coldbladed
62 posts
Posted 2004-11-13 9:05pm
62 posts 6 snarkmarks Registered: Nov 11th 2004
I know there is already another topic on this entity but its been
answered so I thought I'd post this slightly diff question in a
different thread.

What exactly is the phys_spring for? :confused: I'm having a hard time guessing and I don't know where I'd start trying to figure it out :smile:
Re: phys_spring Posted by JFry on Sat Nov 13th 2004 at 10:44pm
JFry
369 posts
Posted 2004-11-13 10:44pm
JFry
member
369 posts 82 snarkmarks Registered: Mar 9th 2004 Occupation: Scumbag Location: USA
I'd have to assume it would be to simulate a spring. Kinda like the xen jump-pads from the original half-life, only more realistic.
Re: phys_spring Posted by Leperous on Sun Nov 14th 2004 at 11:21am
Leperous
3382 posts
Posted 2004-11-14 11:21am
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
If you want to know what an entity does, click the "help" button next to it in the entity properties window.

Basically, it will link together two physics objects via an "invisible" spring. You can probably use a rope entity to make it look like there's a real spring there...

"A physically simulated spring.'Length' is what's known as the 'natural spring length'. This is how long the spring would be if it was at rest (nothing hanging on it or attached). When you attach something to the spring, it will stretch longer than its 'natural length'. The amount of stretch is determined by the 'Sprint Constant'. The larger the spring constant the less stretch the spring."