Phys convert

From Valve Developer Community

This point-based entity is available in all Source games.

Table of 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

Defines the name that other entities refer to this entity by.
  • hammerid [New with Orange Box]
<integer readonly> This id is used for debugging purposes in Hammer.
  • 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

  • Kill
Removes this entity from the world.
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 == infinite)>
Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
  • ConvertTarget
Converts this entity's target to a physically simulated object.

Outputs

Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
!activator = activator
  • OnConvert
Fires after the conversion has taken place.
!activator = activator