Phys magnet: Difference between revisions
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*'''OnDetach''' | *'''OnDetach''' | ||
:Fired when an entity is released by the magnet. | :Fired when an entity is released by the magnet. | ||
==See Also== | |||
* [[prop_vehicle_crane]] | |||
[[Category: Entities]] | [[Category: Entities]] |
Revision as of 17:36, 14 March 2006
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
- Template:I targetname
- Template:I parentname
- Studiomodel:
- SetBodyGroup <integer >
- Set the model's body group.
- AlternativeSorting <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 <string > (in all games since
) (also in
)
- 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: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
)
- This object will not receive light or shadows from projected textures.
- EnableReceivingFlashlight (in all games since
)
- This object may receive light or shadows from projected textures.
Reflection:
- DisableDrawInFastReflection (in all games since
)
- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
- EnableDrawInFastReflection (in all games since
)
- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
ToggleDraw:
- DisableDraw (in all games since
)
- 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
)
- 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
- Template:O targetname
- Studiomodel:
- 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.