Phys torque

From Valve Developer Community

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

Table of contents

Entity Description

An angular thruster. Use it to apply angular force to an entity.

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.
  • attach1
<target_destination> Attached Object - Object to apply the force to.
  • forcetime
<float> Time of Force (0=inf) - Automatic shut-off after this time has passed. A value of 0 means to stay on forever or until deactivated.
  • force
<integer> Angular Acceleration
  • axis
<vecline> Rotation Axis

Flags

  • 1 : Start On
Thrust is on by default (will turn off in forcetime)
  • 2 : Apply Force
Apply linear force (if off, torque only)
  • 4 : Apply Torque
Apply rotational force (torque - if off, linear only)
  • 8 : Orient Locally
Maintain local relationship with the attached object
  • 16 : Ignore Mass
Impulse is independent of object's mass (impulse is acceleration NOT force)

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.
  • Activate
Turn the force on
  • Deactivate
Turn the force off
  • Scale <float>
Set Force Scale

Outputs

Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
!activator = activator