Env physimpact: Difference between revisions
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{{ | {{LanguageBar}} | ||
{{ | {{CD|CPhysImpact|file1=physobj.cpp}} | ||
{{this is a|point entity|name=env_physimpact}} It causes a physics impact on another entity. The direction of the impact is determined by the angles set. | |||
== | ==Keyvalues== | ||
{{KV Targetname}} | |||
{{KV Angles|Direction to project the impact.}} | |||
{{KV|Magnitude|intn=magnitude|integer|Strength of the impact.}} | |||
{{KV|Distance|intn=distance|integer|How far to project the impact (if 0 uses a default value).}} | |||
{{KV|Point to Entity|intn=directionentityname|target_destination|If set, '''Distance''' and '''Pitch Yaw Roll''' settings are ignored and the direction and distance to the target entity will be used.}} | |||
== | ==Inputs== | ||
{{ | {{I|Impact|Trigger the impact}} | ||
==Flags== | ==Flags== | ||
{{fl|1|No fall-off}} | |||
{{fl|2|Infinite Length}} | |||
{{fl|4|Ignore Mass}} | |||
{{fl|8|Ignore Surface Normal When Applying Force{{clarify}}}} | |||
Latest revision as of 10:53, 21 April 2025


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CPhysImpact |
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env_physimpact
is a point entity available in all Source games. It causes a physics impact on another entity. The direction of the impact is determined by the angles set.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- Direction to project the impact.
- Magnitude (magnitude) <integer>
- Strength of the impact.
- Distance (distance) <integer>
- How far to project the impact (if 0 uses a default value).
- Point to Entity (directionentityname) <targetname>
- If set, Distance and Pitch Yaw Roll settings are ignored and the direction and distance to the target entity will be used.
Inputs
- Impact
- Trigger the impact
Flags
- No fall-off : [1]
- Infinite Length : [2]
- Ignore Mass : [4]
- Ignore Surface Normal When Applying Force[Clarify] : [8]