Phys torque: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Robot: fixing template case.)
(Cleanup)
Line 1: Line 1:
{{wrongtitle|title=phys_torque}}
{{base point|phys_torque}} It is an angular thruster. Use it to apply angular force to an entity.
{{base_point}}
 
== Keyvalues ==
{{KV|Angular Acceleration|string}}
{{KV|Rotation Axis|vecline}}
{{KV ForceController}}
 
== Flags ==
{{Fl ForceController}}
 
== Inputs ==
{{I ForceController}}


==Entity Description==
An angular thruster. Use it to apply angular force to an entity.
==Keyvalues==
* {{KV ForceController}}
* '''force'''
: <integer> Angular Acceleration
* '''axis'''
: <vecline> Rotation Axis
==Flags==
* {{Fl ForceController}}
==Inputs==
* {{I ForceController}}
==Outputs==
==Outputs==
* {{O ForceController}}
{{O ForceController}}

Revision as of 15:40, 27 July 2011

Template:Base point It is an angular thruster. Use it to apply angular force to an entity.

Keyvalues

Angular Acceleration ([todo internal name (i)]) <string>
Rotation Axis ([todo internal name (i)]) <vector>

ForceController:

Attached Object (attach1) <targetname>
Object to apply the force to.
Time of Force (0=inf) (forcetime) <float>
Automatic shut-off after this time has passed. A value of 0 means to stay on forever or until deactivated.


Flags

ForceController:

Start On : [1]
Thrust is on by default (will turn off in forcetime)
Apply Force : [2]
Apply linear force (if off, torque only)
Apply Torque : [4]
Apply rotational force (torque - if off, linear only)
Orient Locally : [8]
Maintain local relationship with the attached object
Ignore Mass : [16]
Impulse is independent of object's mass (impulse is acceleration NOT force)


Inputs

ForceController:

Activate
Turn the force on
Deactivate
Turn the force off
Scale <floatRedirectInput/float>
Set Force Scale


Outputs

ForceController: