Phys convert: Difference between revisions
Jump to navigation
Jump to search
Note:phys_convert cannot be used in reverse. (cannot turn physically simulated entities into arbitrary entities)
Note:Name, model, pose, children, position and velocity are retained after conversion. Keyvalues, e.g. skin and color, are not kept. AddOutput could be used as a workaround depending on the circumstances.
(→Outputs: activator) |
|||
(30 intermediate revisions by 16 users not shown) | |||
Line 1: | Line 1: | ||
{{ | {{CD|CPhysConvert|file1=physobj.cpp}} | ||
= | {{this is a|logical entity|name=phys_convert}} It copies the physical and visual properties of an arbitrary entity onto a new physically simulated entity. | ||
The original entity is deleted if successful. Brush entities will turn into [[simple_physics_brush]] and model entities will turn into [[simple_physics_prop]]. Both are very limited compared to [[func_physbox]] and [[prop_physics]]. See their respective pages for details. | |||
{{note|phys_convert cannot be used in reverse. (cannot turn physically simulated entities into arbitrary entities)}} | |||
==Keyvalues== | == Keyvalues == | ||
{{KV Targetname}} | |||
{{KV|Entity to convert|target_destination|intn=target|Name of the entity that will be converted to a physics object when the <code>ConvertTarget</code> input is fired.}} | |||
{{KV|Model Swap Entity|string|intn=swapmodel|If specified, the model of the entity specified here will replace the model of the target object when it is converted. {{tip|Use this when the converted object has a separate model used for physics props. (e.g. converting "coolthing001a" when "coolthing001a_physics" exists)}}}} | |||
{{KV|Mass Override|float|intn=massoverride|Sets the mass when the object(s) are converted (0 means auto-calculate)}} | |||
==Flags== | == Flags == | ||
{{fl|1|Convert Asleep}} | |||
{{fl|2|Convert As Debris}} | |||
==Inputs== | == Inputs == | ||
{{I|ConvertTarget|Converts this entity's target to a physically simulated object.}} | |||
{{note|Name, model, pose, children, position and velocity are retained after conversion. Keyvalues, e.g. skin and color, are not kept. [[AddOutput]] could be used as a workaround depending on the circumstances.}} | |||
: {{codenote|Which fields are transferred can be changed by modifying <code>CPhysConvert::InputConvertTarget()</code>.}} | |||
==Outputs== | == Outputs == | ||
{{O|OnConvert|activator = activator of the ConvertTarget input|Fires after the conversion has taken place.}} | |||
==See | == See also == | ||
* [[Blowout Doors]] - A phys_convert in use. | |||
* [[ | |||
Latest revision as of 06:24, 29 April 2025
![]() |
---|
CPhysConvert |
![]() |
phys_convert
is a logical entity available in all Source games. It copies the physical and visual properties of an arbitrary entity onto a new physically simulated entity.
The original entity is deleted if successful. Brush entities will turn into simple_physics_brush and model entities will turn into simple_physics_prop. Both are very limited compared to func_physbox and prop_physics. See their respective pages for details.

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
- Entity to convert (target) <targetname>
- Name of the entity that will be converted to a physics object when the
ConvertTarget
input is fired.
- Model Swap Entity (swapmodel) <string>
- If specified, the model of the entity specified here will replace the model of the target object when it is converted.
Tip:Use this when the converted object has a separate model used for physics props. (e.g. converting "coolthing001a" when "coolthing001a_physics" exists)
- Mass Override (massoverride) <float>
- Sets the mass when the object(s) are converted (0 means auto-calculate)
Flags
- Convert Asleep : [1]
- Convert As Debris : [2]
Inputs
- ConvertTarget
- Converts this entity's target to a physically simulated object.

Code:Which fields are transferred can be changed by modifying
CPhysConvert::InputConvertTarget()
.
Outputs
- OnConvert
- !activator = activator of the ConvertTarget input
!caller = this entity
Fires after the conversion has taken place.
See also
- Blowout Doors - A phys_convert in use.