Phys keepupright: Difference between revisions
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{{CD|CKeepUpright|file1=phys_controller.cpp}} | {{CD|CKeepUpright|file1=phys_controller.cpp}} | ||
{{this is a| | {{this is a|point entity|name=phys_keepupright|engine=Source}} It is a controller that tries to keep an entity facing a particular direction. | ||
== Keyvalues == | == Keyvalues == |
Revision as of 16:48, 17 May 2024
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CKeepUpright |
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phys_keepupright
is a point entity available in all Source games. It is a controller that tries to keep an entity facing a particular direction.
Keyvalues
- Target Entity (attach1) <targetname>
- The entity to align to the desired angles.
- Angular Limit (angularlimit) <float>
- The maximum angular velocity that this controller can compensate for, in degrees per second.
- 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
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- 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.
Flags
- Start inactive : [1]
Inputs
- TurnOn
- Enable the controller.
- TurnOff
- Disable the controller.