Phys convert: Difference between revisions

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(Added note on KV conversion + Engine version has nothing to do with the hierarchy bug)
(Added info on what targets are actually converted to)
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{{base point|phys_convert}} It turns an arbitrary entity into a physically simulated entity. i.e. brush entities will behave like [[func_physbox]], model entities behave like [[prop_physics]].
{{base point|phys_convert}} It turns an arbitrary entity into a physically simulated entity. i.e. brush entities will behave like [[simple_physics_brush]], model entities behave like [[simple_physics_prop]]. {{note|[[simple_physics_brush]] and [[simple_physics_prop]] are very limited physics entities separate from [[func_physbox]] and [[prop_physics]]. See their respective pages for details.}}


== Keyvalues ==
== Keyvalues ==
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== See also ==
== See also ==
* [[Blowout Doors]] - A phys_convert in use.
* [[Blowout Doors]] - A phys_convert in use.
* [[Prop_physics_override]] - Should act somewhat similar to this.

Revision as of 16:52, 30 September 2017

Template:Base point It turns an arbitrary entity into a physically simulated entity. i.e. brush entities will behave like simple_physics_brush, model entities behave like simple_physics_prop.

Note.pngNote:simple_physics_brush and simple_physics_prop are very limited physics entities separate from func_physbox and prop_physics. See their respective pages for details.

Keyvalues

Entity to convert ([todo internal name (i)]) <targetname>
Name of the entity that will be converted to a physics object when the ConvertTarget input is fired.
Model Swap Entity ([todo internal name (i)]) <string>
Name of the entity whose model will replace the model of the converted object when the conversion takes place. (this is optional)
Tip.pngTip:Use this when the converted object has a separate model used for physics props.
Mass Override ([todo internal name (i)]) <float>
Sets the mass when the object(s) are converted (0 means auto-calculate)
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

Flags

  • 1 : Convert Asleep
  • 2 : Convert As Debris

Inputs

ConvertTarget
Converts this entity's target to a physically simulated object.
Icon-Bug.pngBug:The new prop_physics object will spawn at the original position of the model regardless of whether it was moved somewhere else (example: it´s parented to another entity).
Todo: Does this bug really exist?
  [todo tested in ?]
Icon-Bug.pngBug:Skin, render color, and other keyvalues are not converted.  [todo tested in ?]


Outputs

OnConvert
Fires after the conversion has taken place.


See also