Wired Clutch
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Brief
Allows players to add rotational friction between props.
Instructions
Place or select a clutch controller with primary fire. To add a clutch constraint between entities, secondary fire on the first, then on the second. Press reload on a registered entity to remove any clutch constraints from it that are associated with the currently selected controller.
Inputs
- Friction: Controls the amount of friction in the clutch constraint.
Variables
- Include Constrained props: If this is not selected, the detector will only register damage on the entity/entities it is directly linked to, or receives through the inputs. If this option is selected, then damage will be detected on any linked entities and every prop constrained to them (e.g. with welds, nocollides). This is so damage can be registered on entire contraptions with only one detector.
Useful hints
A clutch controller can be linked to many pairs of entities at the same time, including the ground. Note that the controller will update more slowly if linked to more entities, to reduce lag.
The clutch constraint is based on a ball socket constraint with friction on each axis. The amount of friction is treated as though both entities had 1kg mass. This way, the amount of frictional torque between two entities should not vary with mass.