Env physimpact: Difference between revisions

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{{base point|env_physimpact|sprite=env_physexplosion}} It causes a physics impact on another entity.
{{base point|env_physimpact|sprite=env_physexplosion}} It causes a physics impact on another entity.
{{bug|Does not function in Team Fortress 2.}}


{{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}}

Revision as of 02:22, 6 May 2018

Template:Base point It causes a physics impact on another entity.

Icon-Bug.pngBug:Does not function in Team Fortress 2.  [todo tested in ?]


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