Phys convert: Difference between revisions
		
		
		
		
		
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Note:phys_convert cannot be used in reverse. (cannot turn physically simulated entities into arbitrary entities)
Note:Name, model, pose, children, position and velocity are retained after conversion. Keyvalues, e.g. skin and color, are not kept. AddOutput could be used as a workaround depending on the circumstances.
		
	
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{{  | {{CD|CPhysConvert|file1=physobj.cpp}}  | ||
{{  | {{this is a|logical entity|name=phys_convert}} It copies the physical and visual properties of an arbitrary entity onto a new physically simulated entity.  | ||
The original entity is deleted if successful. Brush entities will turn into [[simple_physics_brush]] and model entities will turn into [[simple_physics_prop]]. Both are very limited compared to [[func_physbox]] and [[prop_physics]]. See their respective pages for details.  | |||
{{note|phys_convert cannot be used in reverse. (cannot turn physically simulated entities into arbitrary entities)}}  | |||
==  | == Keyvalues ==  | ||
{{KV Targetname}}  | |||
{{KV|Entity to convert|target_destination|intn=target|Name of the entity that will be converted to a physics object when the <code>ConvertTarget</code> input is fired.}}  | |||
{{KV|Model Swap Entity|string|intn=swapmodel|If specified, the model of the entity specified here will replace the model of the target object when it is converted. {{tip|Use this when the converted object has a separate model used for physics props. (e.g. converting "coolthing001a" when "coolthing001a_physics" exists)}}}}  | |||
{{KV|Mass Override|float|intn=massoverride|Sets the mass when the object(s) are converted (0 means auto-calculate)}}  | |||
== Flags ==  | |||
{{fl|1|Convert Asleep}}  | |||
{{fl|2|Convert As Debris}}  | |||
==  | == Inputs ==  | ||
{{I|ConvertTarget|Converts this entity's target to a physically simulated object.}}  | |||
{{note|Name, model, pose, children, position and velocity are retained after conversion. Keyvalues, e.g. skin and color, are not kept. [[AddOutput]] could be used as a workaround depending on the circumstances.}}  | |||
: {{codenote|Which fields are transferred can be changed by modifying <code>CPhysConvert::InputConvertTarget()</code>.}}  | |||
:  | |||
==  | == Outputs ==  | ||
{{O|OnConvert|activator = activator of the ConvertTarget input|Fires after the conversion has taken place.}}  | |||
==  | == See also ==  | ||
*  | * [[Blowout Doors]] - A phys_convert in use.  | ||
Latest revision as of 05:24, 29 April 2025
| CPhysConvert | 
phys_convert  is a   logical entity  available in all 
 Source games. It copies the physical and visual properties of an arbitrary entity onto a new physically simulated entity.
The original entity is deleted if successful. Brush entities will turn into simple_physics_brush and model entities will turn into simple_physics_prop. Both are very limited compared to func_physbox and prop_physics. See their respective pages for details.
Keyvalues
- 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 
- Entity to convert (target) <targetname>
 - Name of the entity that will be converted to a physics object when the 
ConvertTargetinput is fired. 
- Model Swap Entity (swapmodel) <string>
 - If specified, the model of the entity specified here will replace the model of the target object when it is converted. 
Tip:Use this when the converted object has a separate model used for physics props. (e.g. converting "coolthing001a" when "coolthing001a_physics" exists) 
- Mass Override (massoverride) <float>
 - Sets the mass when the object(s) are converted (0 means auto-calculate)
 
Flags
- Convert Asleep : [1]
 
- Convert As Debris : [2]
 
Inputs
- ConvertTarget
 - Converts this entity's target to a physically simulated object.
 
Code:Which fields are transferred can be changed by modifying CPhysConvert::InputConvertTarget().
Outputs
- OnConvert
 - !activator = activator of the ConvertTarget input
!caller = this entity
Fires after the conversion has taken place. 
See also
- Blowout Doors - A phys_convert in use.