phys_convert
From Valve Developer Community
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.
- See also Blowout Doors - A phys_convert in use.
- See also Prop_physics_override - Should act somewhat similar to this.
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> -
FireUser1toFireUser4 - Fire the
OnUseroutputs; see User Inputs and Outputs.
- ConvertTarget
- Converts this entity's target to a physically simulated object.
Outputs
Targetname:
-
OnUser1toOnUser4 - Fired in response to the
FireUserinputs; 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)
