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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}}
{{CD|CKeepUpright|file1=phys_controller.cpp}}
{{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 ==
{{IO|TurnOn|Enable the controller.}}
{{I|TurnOn|Enable the controller.}}
{{IO|TurnOff|Disable the controller.}}
{{I|TurnOff|Disable the controller.}}
{{I BaseEntity (Source 2)}}
 
== Outputs ==
{{O BaseEntity|s2=1}}


[[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 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 or target).
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.