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Phys motor: Difference between revisions

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m (Add internal names of keyvalue keys)
m (→‎Inputs: Substituted IO templates)
 
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{{base point|phys_motor}} It tries to spin a target entity at a particular speed.
{{CD|CPhysMotor|file1=phys_controller.cpp}}
{{this is a|point entity|name=phys_motor|engine=Source}} It tries to spin a target entity at a particular speed.


== Keyvalues ==
== Keyvalues ==
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== Flags ==
== Flags ==
* 1 : Start On
{{fl|1|Start On}}
* 2 : No world collision
{{fl|2|No world collision|Disable world collisions on hinges}}
: Disable world collisions on hinges  
{{fl|4|Hinge Object|Motor also acts as a hinge constraining the object to this axis}}
* 4 : Hinge Object
{{fl|8|Orient Locally|Maintain local relationship with the attached object ([[FGD]] comment: "NOT WORKING YET")}}
: Motor also acts as a hinge constraining the object to this axis
*8 : Orient Locally
: Maintain local relationship with the attached object ([[FGD]] comment: "NOT WORKING YET")


== Inputs ==
== Inputs ==
{{IO|SetSpeed|Sets target speed|param=float}}
{{I|SetSpeed|Sets target speed|param=float}}
{{IO|TurnOn|Turns motor on}}
{{I|TurnOn|Turns motor on}}
{{IO|TurnOff|Turns motor off}}
{{I|TurnOff|Turns motor off}}
{{I Targetname}}
 
== Outputs ==
{{O Targetname}}


[[Category:Forces]]
[[Category:Forces]]

Latest revision as of 11:10, 21 April 2025

C++ Class hierarchy
CPhysMotor
CLogicalEntity
CServerOnlyEntity
CBaseEntity
C++ phys_controller.cpp

phys_motor is a point entity available in all Source Source games. It tries to spin a target entity at a particular speed.

Keyvalues

Rotation Speed (speed) <string>
Angular speed (units are degrees/second)
Spin up time (spinup) <string>
spin up time in seconds (also affects the rate at which speed changes happen)
System Interia Scale (inertiafactor) <float>
Make this larger if the object being driven is constrained to a set of heavier objects.
Rotation Axis (axis) <vector>
The point to the Origin of the entity whose line the rotation axis.
Attached Object (attach1) <targetname>
Object to apply the force to
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

Flags

Start On : [1]
No world collision : [2]
Disable world collisions on hinges
Hinge Object : [4]
Motor also acts as a hinge constraining the object to this axis
Orient Locally : [8]
Maintain local relationship with the attached object (FGD comment: "NOT WORKING YET")

Inputs

SetSpeed <floatRedirectInput/float>
Sets target speed
TurnOn
Turns motor on
TurnOff
Turns motor off