phys_magnet
From Valve Developer Community
This is a point entity available in all Source games.
Contents |
Entity Description
A prop entity that acts like a magnet, attaching metallic physics objects to itself when they touch it.memory could not be 'read' error.- See also prop_vehicle_crane.
Keyvalues
Targetname:
- Name <string>
- The targetname other entities refer to this entity by.
Parentname:
- Parent
<targetname> - Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.
Angles:
- Pitch Yaw Roll (Y Z X)
<angle> - This entity's angular orientation in the world.
Studiomodel:
- World Model
<string> - The model this entity should appear as. 128-character limit.
- Skin
<int> - Some models have multiple skins. This value selects from the index, starting with 0.
Tip:Hammer's model browser automatically updates this value if you use it to view different skins.
Shadow:
- Disable shadows
<bool> - Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
- forcelimit
- <float> The amount of force necessary to break a stuck object off the magnet. 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 magnet.
- torquelimit
- <float> Torque limit to break, in lbs*distance. The amount of torque necessary to break a stuck object off the magnet. 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.
- massScale
- <float> A scale multiplier for the object's mass.
- overridescript
- <string> A list of physics key/value pairs that are usually in a physics prop .qc file. Format is
key,value,key,value,etc.
- maxobjects
- <integer> The maximum number of physics objects that can be stuck to the magnet at once. 0 = no limit.
Flags
- 1 : Start Asleep
- 2 : Motion Disabled
- 4 : Suck On Touch
- 8 : Allow Attached Rotation
- 16: Coast jeep pickup hack
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.
Parentname:
-
SetParent <targetname> - Move with this entity. See Entity Hierarchy (parenting).
-
SetParentAttachment <string> - Attach to a named attachment on the current parent. The entity will teleport so that the position of its root bone matches that of the attachment.
-
SetParentAttachmentMaintainOffset <string> - As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
-
ClearParent - Removes this entity from its current movement hierarchy.
Studiomodel:
-
Skin <int> - Changes the model's skin to the specified number.
-
SetBodyGroup <int> - Set the model's body group.
-
EnableShadow -
DisableShadow - Control the model's cheap render-to-texture shadow.
-
AlternativeSorting <bool> - Used to attempt to fix sorting problems when rendering.
To do: What is the effect?
- TurnOn
- Turn the magnet on.
- TurnOff
- The the magnet off. This will detach anything current stuck to the magnet.
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.
Studiomodel:
-
OnIgnite - Fired when the entity catches fire.
- OnAttach
- Fired when an entity is grabbed by the magnet.
- OnDetach
- Fired when an entity is released by the magnet.

