Phys motor: Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		
		
	
| mNo edit summary | m (→Inputs:  Substituted IO templates) | ||
| (15 intermediate revisions by 13 users not shown) | |||
| Line 1: | Line 1: | ||
| {{ | {{CD|CPhysMotor|file1=phys_controller.cpp}} | ||
| {{ | {{this is a|point entity|name=phys_motor|engine=Source}} It tries to spin a target entity at a particular speed. | ||
| == | == Keyvalues == | ||
| {{KV|Rotation Speed|intn=speed|string|Angular speed (units are degrees/second)}} | |||
| {{KV|Spin up time|intn=spinup|string|spin up time in seconds (also affects the rate at which speed changes happen)}} | |||
| {{KV|System Interia Scale|intn=inertiafactor|float|Make this larger if the object being driven is constrained to a set of heavier objects.}} | |||
| {{KV|Rotation Axis|intn=axis|vecline|The point to the Origin of the entity whose line the rotation axis.}} | |||
| {{KV|Attached Object|intn=attach1|target_destination|Object to apply the force to}} | |||
| {{KV Targetname}} | |||
| == | == Flags == | ||
| {{fl|1|Start On}} | |||
| {{fl|2|No world collision|Disable world collisions on hinges}} | |||
| {{fl|4|Hinge Object|Motor also acts as a hinge constraining the object to this axis}} | |||
| {{fl|8|Orient Locally|Maintain local relationship with the attached object ([[FGD]] comment: "NOT WORKING YET")}} | |||
| == | == Inputs == | ||
| {{I|SetSpeed|Sets target speed|param=float}} | |||
| {{I|TurnOn|Turns motor on}} | |||
| {{I|TurnOff|Turns motor off}} | |||
| [[Category:Forces]] | |||
| : | |||
Latest revision as of 11:10, 21 April 2025
|  Class hierarchy | 
|---|
| CPhysMotor | 
|  phys_controller.cpp | 
phys_motor  is a   point entity  available in all  Source games. It tries to spin a target entity at a particular speed.
 Source games. It tries to spin a target entity at a particular speed.
Keyvalues
- Rotation Speed (speed) <string>
- Angular speed (units are degrees/second)
- Spin up time (spinup) <string>
- spin up time in seconds (also affects the rate at which speed changes happen)
- System Interia Scale (inertiafactor) <float>
- Make this larger if the object being driven is constrained to a set of heavier objects.
- Rotation Axis (axis) <vector>
- The point to the Origin of the entity whose line the rotation axis.
- Attached Object (attach1) <targetname>
- Object to apply the force to
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Flags
- Start On : [1]
- No world collision : [2]
- Disable world collisions on hinges
- Hinge Object : [4]
- Motor also acts as a hinge constraining the object to this axis
- Orient Locally : [8]
- Maintain local relationship with the attached object (FGD comment: "NOT WORKING YET")
Inputs
- SetSpeed <float>
- Sets target speed
- TurnOn
- Turns motor on
- TurnOff
- Turns motor off
