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Env physimpact: Difference between revisions

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{{lang|Env physimpact}}
{{LanguageBar}}
{{base point|env_physimpact|sprite=env_physexplosion}} It causes a physics impact on another entity. The direction of the impact is determined by the angles set.
{{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.
{{bug|Does not function in Team Fortress 2.}}
 
{{code class|CPhysImpact|physobj.cpp}}
 
{{clr}}
 
==Flags==
*1: No fall-off
*2: Infinite Length
*4: Ignore Mass
*8: Ignore Surface Normal When Applying Force{{clarify}}


==Keyvalues==
==Keyvalues==
{{KV|Magnitude (magnitude)|integer|Strength of the impact.}}
{{KV Targetname}}
{{KV|Distance (distance)|integer|How far to project the impact (if 0 uses a default value).}}
{{KV Angles|Direction to project the impact.}}
{{KV|Point to Entity (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.}}
{{KV|Magnitude|intn=magnitude|integer|Strength of the impact.}}
{{KV BaseEntity|css=1}}
{{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==
==Inputs==
{{IO|Impact|Trigger the impact}}
{{I|Impact|Trigger the impact}}
{{I BaseEntity}}


==Outputs==
==Flags==
{{O BaseEntity|l4d=1}}
{{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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C++ Class hierarchy
CPhysImpact
CPointEntity
CBaseEntity
C++ physobj.cpp

env_physimpact is a point entity available in all Source 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 or target).
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]