Phys convert
From Valve Developer Community
This point-based entity is available in all Source games.
| Table of contents |
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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.
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Keyvalues
- targetname <target_source>
- 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
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Flags
- 1: Convert Asleep
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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.
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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
