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Phys keepupright: Difference between revisions

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m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.)
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{{tabs|main=source|source=1|source2=1|phys_keepupright}}
{{CD|CKeepUpright|file1=phys_controller.cpp}}
{{CD|CKeepUpright|file1=phys_controller.cpp}}
{{this is a|point entity|name=phys_keepupright|engine=Source}} It is a controller that tries to keep an entity facing a particular direction.
{{this is a|point entity|name=phys_keepupright|engine=Source}} It is a controller that tries to keep an entity facing a particular direction.
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== Keyvalues ==
== Keyvalues ==
{{KV|Target Entity|intn=attach1|target_destination|The entity to align to the desired angles.}}
{{KV|Target Entity|intn=attach1|target_destination|The entity to align to the desired angles.}}
{{KV|Angular Limit|intn=angularlimit|float|The maximum angular velocity that this controller can compensate for, in degrees per second.}}
{{KV|Angular Limit|intn=angularlimit|float|The maximum angular velocity that this controller can compensate for, in degrees per second.}} {{tip| Common Value {{code|90}} }}
{{KV Targetname}}
{{KV Targetname}}
{{KV Angles}}
{{KV Angles}}
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== Inputs ==
== Inputs ==
{{IO|TurnOn|Enable the controller.}}
{{I|TurnOn|Enable the controller.}}
{{IO|TurnOff|Disable the controller.}}
{{I|TurnOff|Disable the controller.}}


[[Category:Constraints|C]]
[[Category:Constraints|C]]

Latest revision as of 12:21, 7 September 2025

C++ Class hierarchy
CKeepUpright
CPointEntity
CBaseEntity
C++ phys_controller.cpp

phys_keepupright is a point entity available in all Source Source games. It is a controller that tries to keep an entity facing a particular direction.

Keyvalues

Target Entity (attach1) <targetname>
The entity to align to the desired angles.
Angular Limit (angularlimit) <float>
The maximum angular velocity that this controller can compensate for, in degrees per second.
Tip.pngTip: Common Value 90
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>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

Flags

Start inactive : [1]

Inputs

TurnOn
Enable the controller.
TurnOff
Disable the controller.