Phys keepupright (Source 2): Difference between revisions
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{{tabs|main=source|source=1|source2=1|phys_keepupright}} | {{tabs|main=source|source=1|source2=1|phys_keepupright}} | ||
{{this is a|point entity|name=phys_keepupright|engine=Source 2}} It is a controller that tries to keep an entity facing a particular direction. | {{this is a|point entity|name=phys_keepupright|engine=Source 2}} It is a controller that tries to keep an entity facing a particular direction. | ||
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== Inputs == | == Inputs == | ||
{{ | {{I|TurnOn|Enable the controller.}} | ||
{{ | {{I|TurnOff|Disable the controller.}} | ||
[[Category:Constraints|C]] | [[Category:Constraints|C]] |
Latest revision as of 11:10, 21 April 2025
phys_keepupright
is a point entity available in all Source 2 games. It is a controller that tries to keep an entity facing a particular direction.
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
- 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.
- Damp all rotation (dampAllRotation) <boolean>
- Forces the upright behavior to have perfect damping, instead of progressively damping.
Flags
- Start inactive : [1]
Inputs
- TurnOn
- Enable the controller.
- TurnOff
- Disable the controller.