Phys convert: Difference between revisions

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== Inputs ==
== Inputs ==
{{IO|ConvertTarget|Converts this entity's target to a physically simulated object.}}
{{IO|ConvertTarget|Converts this entity's target to a physically simulated object.}}
{{bug|The new prop_phys object will spawn on the model original position regardles of if it was moved somewhere else (example: it´s parented to another entity).}}
{{I Targetname}}
{{I Targetname}}



Revision as of 11:55, 7 December 2013

Template:Base point It turns an arbitrary entity into a physically simulated entity. i.e. brush entities will behave like func_physbox, model entities behave like prop_physics.

Keyvalues

Entity to convert ([todo internal name (i)]) <targetname>
Name of the entity that will be converted to a physics object when the ConvertTarget input is fired.
Model Swap Entity ([todo internal name (i)]) <string>
Mass Override ([todo internal name (i)]) <float>
Sets the mass when the object(s) are converted (0 means auto-calculate)
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

Flags

  • 1 : Convert Asleep
  • 2 : Convert As Debris

Inputs

ConvertTarget
Converts this entity's target to a physically simulated object.
Icon-Bug.pngBug:The new prop_phys object will spawn on the model original position regardles of if it was moved somewhere else (example: it´s parented to another entity).  [todo tested in ?]


Outputs

OnConvert
Fires after the conversion has taken place.


See also