phys_motor

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This is a point entity available in all Source games.

Contents

Entity Description

An entity that tries to spin a target entity at a particular speed.

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • attach1
<target_destination> Object to apply the force to
  • speed
<float> Angular speed (units are degress/second)
  • spinup
<float> Spin-up time in seconds (also affects the rate at which speed changes happen)
  • inertiafactor
<float> System interia scale. Make this larger if the object being driven is constrained to a set of heavier objects.
  • axis
<vecline> Rotation axis

Flags

  • 1 : Start On
  • 2 : No world collision
Disable world collisions on hinges
  • 4 : Hinge Object
Motor also acts as a hinge constraining the object to this axis
  • 8 : Orient Locally
Maintain local relationship with the attached object (FGD comment: "NOT WORKING YET")

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>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
  • SetSpeed <float>
Sets target speed
  • TurnOn
Turns motor on
  • TurnOff
Turns motor off

Outputs

  • Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
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