Phys magnet: Difference between revisions

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phys_magnet
phys_magnet



Revision as of 08:06, 4 October 2005

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phys_magnet

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

KEYS

Name targetname <target_source> The name that other entities refer to this entity by.

Parent parentname <target_destination> The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.

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.

World Model model <studio>

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.

Disable Shadows disableshadows <choices> Used to disable dynamic shadows on this entity.

spawnflags spawnflags <flags>

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.

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.