Phys convert: Difference between revisions
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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.
Bug: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).
Bug:Skin, render color, and other keyvalues are not converted. [todo tested in ?]
(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 [[ | {{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. | ||
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.

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: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
ortarget
).
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.

Todo: Does this bug really exist?
[todo tested in ?]
Outputs
- OnConvert
- Fires after the conversion has taken place.
See also
- Blowout Doors - A phys_convert in use.