Phys magnet: Difference between revisions

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phys_magnet


==Entity Description==
An entity that acts like a magnet, attaching metallic physics objects to itself when they touch it.
An entity that acts like a magnet, attaching metallic physics objects to itself when they touch it.


KEYS
==Keyvalues==
 
*{{kv targetname}}
Name targetname <target_source> The name that other entities refer to this entity by.
*{{kv parentname}}
 
*{{kv angles}}
Parent parentname <target_destination> The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
*{{kv studiomodel}}
 
*'''forcelimit'''
Pitch Yaw Roll (Y Z X) angles <angle> 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.
:<float> The amount of force necessary to break a stuck object off the magnet. A way of calculating this is to set it to the mass of an object that would break this constraint if it were resting on the magnet.
 
*'''torquelimit'''
World Model model <studio>
:<float> Torque limit to break, in lbs*distance. The amount of torque necessary to break a stuck object off the magnet. A way of calculating this is to multiply any reference mass by the resting distance (from the center of mass of the object) needed to break the constraint.
 
*'''massScale'''
Skin skin <integer> Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default.
:<float> A scale multiplier for the object's mass.
 
*'''overridescript'''
Disable Shadows disableshadows <choices> Used to disable dynamic shadows on this entity.
:<string> A list of physics key/value pairs that are usually in a physics prop [[QC|.qc file]]. Format is <code>key,value,key,value,etc</code>.
 
*'''maxobjects'''
spawnflags spawnflags <flags>
:<integer> The maximum number of physics objects that can be stuck to the magnet at once. 0 = no limit.
 
Force Limit to Break (lbs) forcelimit <float> The amount of force necessary to break a stuck object off the magnet. A way of calculating this is to set it to the mass of an object that would break this constraint if it were resting on the magnet.
 
Torque Limit to Break (lbs * distance) torquelimit <float> The amount of torque necessary to break a stuck object off the magnet. A way of calculating this is to multiply any reference mass by the resting distance (from the center of mass of the object) needed to break the constraint.
 
Mass Scale massScale <float> A scale multiplier for the object's mass.
 
Override parameters overridescript <string> A list of physics key/value pairs that are usually in a physics prop .qc file. Format is 'key,value,key,value,etc'.
 
Maximum Attached Objects maxobjects <integer> The maximum number of physics objects that can be stuck to the magnet at once. 0 = no limit.
 
 
INPUTS
 
Kill Removes this entity from the world.
 
KillHierarchy Removes this entity and all its children from the world.
 
AddOutput <string> Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
 
FireUser1 Causes this entity's OnUser1 output to be fired.
 
FireUser2 Causes this entity's OnUser2 output to be fired.
 
FireUser3 Causes this entity's OnUser3 output to be fired.
 
FireUser4 Causes this entity's OnUser4 output to be fired.
 
SetParent <string> Changes the entity's parent in the movement hierarchy.
 
SetParentAttachment <string> Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
 
ClearParent Removes this entity from the the movement hierarchy, leaving it free to move independently.
 
Skin <integer> Changes the model skin to the specified number.
 
DisableShadow Turn shadow off.
 
EnableShadow Turn shadow on.
 
TurnOn Turn the magnet on.
 
TurnOff The the magnet off. This will detach anything current stuck to the magnet.
 
 
OUTPUTS
 
OnUser1 Fired in response to FireUser1 input.
 
OnUser2 Fired in response to FireUser2 input.
 
OnUser3 Fired in response to FireUser3 input.


OnUser4 Fired in response to FireUser4 input.
==Flags==
*1 : Start Asleep
*2 : Motion Disabled
*4 : Suck On Touch
*8 : Allow Attached Rotation
*16: Coast jeep pickup hack


OnIgnite Fired when this object catches fire.
==Inputs==
*{{i targetname}}
*{{i parentname}}
*{{i studiomodel}}
*'''TurnOn'''
:Turn the magnet on.
*'''TurnOff'''
:The the magnet off. This will detach anything current stuck to the magnet.


OnAttach Fired when an entity is grabbed by the magnet.
==Outputs==
*{{o targetname}}
*{{o studiomodel}}
*'''OnAttach'''
:Fired when an entity is grabbed by the magnet.
*'''OnDetach'''
:Fired when an entity is released by the magnet.


OnDetach Fired when an entity is released by the magnet.
[[Category: Entities]]

Revision as of 18:31, 5 October 2005

Template:Wrongtitle

Entity Description

An entity that acts like a magnet, attaching metallic physics objects to itself when they touch it.

Keyvalues

<float> The amount of force necessary to break a stuck object off the magnet. A way of calculating this is to set it to the mass of an object that would break this constraint if it were resting on the magnet.
  • torquelimit
<float> Torque limit to break, in lbs*distance. The amount of torque necessary to break a stuck object off the magnet. A way of calculating this is to multiply any reference mass by the resting distance (from the center of mass of the object) needed to break the constraint.
  • massScale
<float> A scale multiplier for the object's mass.
  • overridescript
<string> A list of physics key/value pairs that are usually in a physics prop .qc file. Format is key,value,key,value,etc.
  • maxobjects
<integer> The maximum number of physics objects that can be stuck to the magnet at once. 0 = no limit.

Flags

  • 1 : Start Asleep
  • 2 : Motion Disabled
  • 4 : Suck On Touch
  • 8 : Allow Attached Rotation
  • 16: Coast jeep pickup hack

Inputs

Skin <integerRedirectInput/integer>
Changes the model's skin to the specified number.
SetBodyGroup <integerRedirectInput/integer>
Set the model's body group.
AlternativeSorting <booleanRedirectInput/boolean>
Uses an alternative method for telling which objects are in front of others. Use if this object draws incorrectly when seen through transparent things.
SetModelScale <stringRedirectInput/string> (in all games since Alien Swarm) (also in Source 2013)
Sets the model scale. Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.
Warning.pngWarning:Negative or extremely high values can cause crashes!

Shadow:

DisableShadow
Turn dynamic shadows off for this entity. Identical to applying  EF_NOSHADOW.
EnableShadow
Turn dynamic shadows on for this entity.
DisableReceivingFlashlight  (in all games since Portal 2)
This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight  (in all games since Portal 2)
This object may receive light or shadows from projected textures.

Reflection:

DisableDrawInFastReflection  (in all games since Portal 2)
Turns off rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
EnableDrawInFastReflection  (in all games since Portal 2)
Turn on rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
ToggleDraw:
DisableDraw  (in all games since Portal 2)
Add the EF_NODRAW flag to this entity. Some entities manage this on their own so be aware you can override that value.
EnableDraw  (in all games since Portal 2)
Remove the EF_NODRAW flag from this entity. Some entities manage this on their own so be aware you can override that value.
  • TurnOn
Turn the magnet on.
  • TurnOff
The the magnet off. This will detach anything current stuck to the magnet.

Outputs

OnIgnite
Fired when this object catches fire.
  • OnAttach
Fired when an entity is grabbed by the magnet.
  • OnDetach
Fired when an entity is released by the magnet.