Phys keepupright
From Valve Developer Community
This point-based entity is available in all Source games.
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Entity Description
A controller that tries to keep an entity facing a particular direction.
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Keyvalues
- targetname <target_source>
- Defines the name that other entities refer to this entity by.
- hammerid [Episode Two Update]
- <integer readonly> This id is used for debugging purposes in Hammer.
- Pitch Yaw Roll (Y Z X)
- This entity's angular orientation in the world (also used for angular effect entities). The direction to try to keep the constrained entity faced at.
- attach1 <target_destination>
- The entity to align to the desired angles. (Wildcards are not allowed.)
- angularlimit <float>
- The maximum angular velocity that this controller can compensate for, in degrees per second.
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Flags
- 1: Start inactive
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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.
- TurnOn
- Enable the controller.
- TurnOff
- Disable the controller.
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Outputs
- Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
- !activator = activator
