Env physimpact: Difference between revisions

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(Not new with Left 4 Dead)
(Cleanup)
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{{wrongtitle|title=env_physimpact}}
{{base point|env_physimpact}}
{{base_point}}


==Entity Description==
==Entity Description==
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{{in code|class=class_c_phys_impact.html CPhysImpact|file=physobj_8cpp-source.html physobj.cpp}}
{{in code|class=class_c_phys_impact.html CPhysImpact|file=physobj_8cpp-source.html physobj.cpp}}


==Keyvalues==
== Keyvalues ==
*{{KV Targetname}}
{{KV|Pitch Yaw Roll (Y Z X)|string|Direction to project the impact.}}
*{{KV Parentname}}
{{KV|Magnitude|integer|Strength of the impact.}}
*'''angles'''
{{KV|Distance|integer|How far to project the impact (if 0 uses a default value).}}
:<angle> Direction to project the impact.
{{KV|Point to Entity|target_destination|If set, 'Distance' and Angle settings are ignored and the direction and distance to the target entity will be used.}}
*'''magnitude'''
{{KV Targetname}}
:<float> Strength of the impact.
{{KV Parentname}}
*'''distance'''
:<float> How far to project the impact (if 0 uses a default value).
*'''directionentityname'''
:<target_destination> If set, 'Distance' and Angle settings are ignored and the direction and distance to the target entity will be used.


==Flags==
== Flags ==
*1 : No fall-off
* 1 : No fall-off
*2 : Infinite Length
* 2 : Infinite Length
*4 : Ignore Mass
* 4 : Ignore Mass
* 8 : Ignore Surface Normal When Applying Force


==Inputs==
== Inputs ==
*{{I Targetname}}
{{IO|Impact|Trigger the impact}}
*{{I Parentname}}
{{I Targetname}}
*'''Impact'''
{{I Parentname}}
:Trigger the impact
 
== Outputs ==
{{O Targetname}}

Revision as of 10:46, 7 June 2011

Template:Base point

Entity Description

An entity that will cause a physics impact on another entity.

Availability

Template:In game Template:Game-base Template:In code

Keyvalues

Pitch Yaw Roll (Y Z X) ([todo internal name (i)]) <string>
Direction to project the impact.
Magnitude ([todo internal name (i)]) <integer>
Strength of the impact.
Distance ([todo internal name (i)]) <integer>
How far to project the impact (if 0 uses a default value).
Point to Entity ([todo internal name (i)]) <targetname>
If set, 'Distance' and Angle settings are ignored and the direction and distance to the target entity will be used.
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

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

Flags

  • 1 : No fall-off
  • 2 : Infinite Length
  • 4 : Ignore Mass
  • 8 : Ignore Surface Normal When Applying Force

Inputs

Impact
Trigger the impact


Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

Outputs