Phys torque
From Valve Developer Community
This point-based entity is available in all Source games.
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Entity Description
An angular thruster. Use it to apply angular force to an entity.
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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.
- 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
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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)
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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.
- Activate
- Turn the force on
- Deactivate
- Turn the force off
- Scale <float>
- Set Force Scale
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Outputs
- Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
- !activator = activator
