phys_torque
From Valve Developer Community
This is a point entity available in all Source games.
Contents |
Entity Description
An angular thruster. Use it to apply angular force to an entity.
Keyvalues
-
Targetname:
- Name <string>
- The targetname other entities refer to this entity by.
- 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
-
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> -
FireUser1toFireUser4 - Fire the
OnUseroutputs; see User Inputs and Outputs.
- Activate
- Turn the force on
- Deactivate
- Turn the force off
- Scale <float>
- Set Force Scale
Outputs
-
Targetname:
-
OnUser1toOnUser4 - Fired in response to the
FireUserinputs; see User Inputs and Outputs. -
OnKilled(New with Left 4 Dead) - Fired when the entity is killed and removed from the game.
