Phys convert: Difference between revisions
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Bug:The new prop_physics object will spawn at the original position of the model regardles of whether it was moved somewhere else (example: it´s parented to another entity). [todo tested in ?]
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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 | {{bug|The new prop_physics object will spawn at the original position of the model regardles of whether it was moved somewhere else (example: it´s parented to another entity).}} | ||
{{I Targetname}} | {{I Targetname}} | ||
Revision as of 11:57, 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.
- 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
ortarget
).
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.

Outputs
- OnConvert
- Fires after the conversion has taken place.
See also
- Blowout Doors - A phys_convert in use.
- Prop_physics_override - Should act somewhat similar to this.