This article's documentation is for anything that uses the Source engine. Click here for more information.

Simple physics brush: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Robot: fixing template case.)
m (wording)
 
(17 intermediate revisions by 13 users not shown)
Line 1: Line 1:
{{wrongtitle|title=simple_physics_brush}}
{{ent not in fgd|codeonly=1}}
==Entity Description==
{{CD|CSimplePhysicsBrush|file1=physobj.cpp}}
Simple physics brush
{{this is a|brush entity|name=simple_physics_brush}} It is a simple physics brush with no unique properties. Brush entities converted by {{ent|phys_convert}} are turned into this entity. Doesn't have any physics when spawned by other means.
==Keyvalues==
{{note|If placed manually using Hammer, the entity will spawn suspended in mid-air and without any solidity. If you just want physical brush, use a {{ent|func_physbox}}.}}
* {{kv targetname}}
 
* {{KV Parentname}}
==See also==
==Inputs==
* {{ent|func_physbox}} - Conventional physics brush
* {{I Targetname}}
* {{ent|simple_physics_prop}} - Prop counterpart
* {{I Parentname}}
==Outputs==
* {{o targetname}}
[[Category:Half-Life 2: Episode One Entities]]

Latest revision as of 17:58, 17 November 2024

Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map because it can only be configured through code.
C++ Class hierarchy
CSimplePhysicsBrush
CBaseEntity
C++ physobj.cpp

simple_physics_brush is a brush entity available in all Source Source games. It is a simple physics brush with no unique properties. Brush entities converted by phys_convert are turned into this entity. Doesn't have any physics when spawned by other means.

Note.pngNote:If placed manually using Hammer, the entity will spawn suspended in mid-air and without any solidity. If you just want physical brush, use a func_physbox.

See also