phys_convert
class hierarchy |
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CPhysConvert defined in physobj.cpp
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phys_convert
is a point entity available in all Source games. It copies the physical and visual properties of an arbitrary entity onto a new physically simulated entity.
The original entity is deleted if successful. Brush entities will turn into simple_physics_brush and model entities will turn into simple_physics_prop. Both are very limited compared to func_physbox and prop_physics. See their respective pages for details.
Note:phys_convert cannot be used in reverse. (cannot turn physically simulated entities into arbitrary entities)
Contents
Keyvalues
- Entity to convert
(target)
<targetname> - Name of the entity that will be converted to a physics object when the
ConvertTarget
input is fired.
- Model Swap Entity
(swapmodel)
<string> - If specified, the model of the entity specified here will replace the model of the target object when it is converted. Tip:Use this when the converted object has a separate model used for physics props. (e.g. converting "coolthing001a" when "coolthing001a_physics" exists)
- Mass Override
(massoverride)
<float> - Sets the mass when the object(s) are converted (0 means auto-calculate)
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
Flags
- [
1
] : Convert Asleep
- [
2
] : Convert As Debris
Inputs
ConvertTarget
- Converts this entity's target to a physically simulated object.
Note:Name, model, pose, children, position and velocity are retained after conversion. Keyvalues, e.g. skin and color, are not kept. AddOutput could be used as a workaround depending on the circumstances.
- Code: Which fields are transferred can be changed by modifying
CPhysConvert::InputConvertTarget()
.
Outputs
OnConvert
- Fires after the conversion has taken place.
See also
- Blowout Doors - A phys_convert in use.