phys_convert

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This is a point entity available in all Source games.

Contents

Entity Description

Turns an arbitrary entity into a physically simulated entity. i.e. brush entities will behave like func_physbox, model entities behave like prop_physics.

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • target <target_destination>
Name of the entity that will be converted to a physics object when the ConvertTarget input is fired.
  • swapmodel <target_destination>
Model Swap Entity

Flags

  • 1: Convert Asleep

Inputs

  • Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
  • ConvertTarget
Converts this entity's target to a physically simulated object.

Outputs

  • Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
  • OnConvert
Fires after the conversion has taken place. (activator is the activator)
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