Phys torque: Difference between revisions
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{{ | {{CD|CPhysTorque|file1=1}} | ||
{{This is a|point entity|name=phys_torque}} It is an angular thruster. Use it to apply angular force to an entity. | |||
{{Official vmf example|sdk_phys_torque.vmf}} | |||
== Keyvalues == | == Keyvalues == | ||
{{KV Targetname}} | |||
{{KV|Angular Acceleration|intn=force|string|Axial acceleration acting on the object.}} | {{KV|Angular Acceleration|intn=force|string|Axial acceleration acting on the object.}} | ||
{{KV|Rotation Axis|intn=axis|vecline|The point to the Origin of the entity whose line the rotation axis.}} | {{KV|Rotation Axis|intn=axis|vecline|The point to the Origin of the entity whose line the rotation axis.}} |
Latest revision as of 07:18, 29 April 2025
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CPhysTorque |
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phys_torque
is a point entity available in all Source games. It is an angular thruster. Use it to apply angular force to an entity.

steamapps/common/sourcesdk_content/hl2/mapsrc/sdk_phys_torque.vmf
for example use (comes with Source SDK installation [confirm])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
- Angular Acceleration (force) <string>
- Axial acceleration acting on the object.
- Rotation Axis (axis) <vector>
- The point to the Origin of the entity whose line the rotation axis.
ForceController:
- Attached Object (attach1) <targetname>
- Object to apply the force to.
- Time of Force (0=inf) (forcetime) <float>
- Automatic shut-off after this time has passed. A value of 0 means to stay on forever or until deactivated.
Flags
ForceController:
- Start On : [1]
- Thrust is on by default (will turn off in forcetime)
- Apply Force : [2]
- Apply linear force (if off, torque only)
- Apply Torque : [4]
- Apply rotational force (torque - if off, linear only)
- Orient Locally : [8]
- Maintain local relationship with the attached object
- Ignore Mass : [16]
- Impulse is independent of object's mass (impulse is acceleration NOT force)
Inputs
ForceController:
- Activate
- Turn the force on
- Deactivate
- Turn the force off
- Scale <float >
- Set Force Scale
Outputs
ForceController: