Phys magnet: Difference between revisions
		
		
		
		
		
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Warning:If a prop model is not specified for this entity, the map will crash with a 
Bug:Removing this entity without removing crane can cause crashes.  [todo tested in ?]
Risk of Confusion:This is not a typical 
Note:Another entity can be used by changing the entity's 
		
	
m (Robot: fixing template case.)  | 
				m (Classifying as model entity)  | 
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{{  | [[File:phys_magnet.png|left|link=]]  | ||
{{  | {{CD|CPhysMagnet|file1=physobj.cpp}}  | ||
{{this is a|model entity|name=phys_magnet}} It acts like a magnet, attaching metallic physics objects to itself when they touch it.  | |||
{{warning|If a prop model is not specified for this entity, the map will crash with a <code>memory could not be 'read'</code> error.}}  | |||
{{bug|Removing this entity without removing crane can cause crashes.}}  | |||
{{ModernConfusion|This is not a typical <code>phys_</code> entity, it uses a model}}  | |||
{{clr}}  | |||
==  | == Keyvalues ==  | ||
{{KV Targetname}}  | |||
{{  | {{KV|Force Limit to Break (lbs)|intn=forcelimit|float|The amount of force necessary to break a stuck object off the magnet. A way of calculating this is to set it to the mass of an object that would break this constraint if it were resting on the magnet.}}  | ||
{{KV|Torque Limit to Break (lbs*inches)|intn=torquelimit|float|The amount of torque necessary to break a stuck object off the magnet. A way of calculating this is to multiply any reference mass by the resting distance (from the center of mass of the object) needed to break the constraint.}}  | |||
{{KV|Mass Scale|intn=massScale|float|A scale multiplier for the object's mass.}}  | |||
{{KV|Override parameters|intn=overridescript|string|A list of physics key/value pairs that are usually in a physics prop [[QC|.qc file]]. Format is 'key,value,key,value,etc'.}}  | |||
{{KV|Maximum Attached Objects|intn=maxobjects|integer|The maximum number of physics objects that can be stuck to the magnet at once. 0 {{=}} no limit.}}  | |||
== Flags ==  | |||
* 1 : Start Asleep  | |||
* 2 : Motion Disabled  | |||
* 4 : Suck On Touch  | |||
* 8 : Allow Attached Rotation  | |||
* 16 : Coast jeep pickup hack - Used on {{hl2}}{{ent|d2_coast_01}} to prevent objects from interfering with the crane as it picks up the buggy. It is hardcoded for use with {{ent|prop_vehicle_jeep}} only.  | |||
{{note|Another entity ''can'' be used by changing the entity's <code>classname</code> to {{ent|prop_vehicle_jeep}} using [[AddOutput]]. However, if the game is saved/reloaded or the round restarts in multiplayer, the entity will no longer function and will cause crashes.}}  | |||
==  | == Inputs ==  | ||
{{I|TurnOn|Turn the magnet on.}}  | |||
{{I|TurnOff|Turn the magnet off. This will detach anything current stuck to the magnet.}}  | |||
{{I|Toggle|Toggle the magnet on or off.}}  | |||
==  | == Outputs ==  | ||
{{O|OnAttach|Fired when an entity is grabbed by the magnet.}}  | |||
{{O|OnDetach|Fired when an entity is released by the magnet.}}  | |||
==  | == See also ==  | ||
*{{  | * {{ent|prop_vehicle_crane}}  | ||
[[Category:Forces]]  | |||
:  | |||
Latest revision as of 03:33, 19 May 2025

| CPhysMagnet | 
phys_magnet  is a   model entity  available in all 
 Source games. It acts like a magnet, attaching metallic physics objects to itself when they touch it.
memory could not be 'read' error.phys_ entity, it uses a modelKeyvalues
- Name (targetname) <string>[ Edit ]
 - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. 
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities 
- Force Limit to Break (lbs) (forcelimit) <float>
 - The amount of force necessary to break a stuck object off the magnet. A way of calculating this is to set it to the mass of an object that would break this constraint if it were resting on the magnet.
 
- Torque Limit to Break (lbs*inches) (torquelimit) <float>
 - The amount of torque necessary to break a stuck object off the magnet. A way of calculating this is to multiply any reference mass by the resting distance (from the center of mass of the object) needed to break the constraint.
 
- Mass Scale (massScale) <float>
 - A scale multiplier for the object's mass.
 
- Override parameters (overridescript) <string>
 - A list of physics key/value pairs that are usually in a physics prop .qc file. Format is 'key,value,key,value,etc'.
 
- Maximum Attached Objects (maxobjects) <integer>
 - The maximum number of physics objects that can be stuck to the magnet at once. 0 = no limit.
 
Flags
- 1 : Start Asleep
 - 2 : Motion Disabled
 - 4 : Suck On Touch
 - 8 : Allow Attached Rotation
 - 16 : Coast jeep pickup hack - Used on 
d2_coast_01 to prevent objects from interfering with the crane as it picks up the buggy. It is hardcoded for use with prop_vehicle_jeep only. 
classname to prop_vehicle_jeep using AddOutput. However, if the game is saved/reloaded or the round restarts in multiplayer, the entity will no longer function and will cause crashes.Inputs
- TurnOn
 - Turn the magnet on.
 
- TurnOff
 - Turn the magnet off. This will detach anything current stuck to the magnet.
 
- Toggle
 - Toggle the magnet on or off.
 
Outputs
- OnAttach
 - Fired when an entity is grabbed by the magnet.
 
- OnDetach
 - Fired when an entity is released by the magnet.