Phys convert: Difference between revisions
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Note:phys_convert cannot be used in reverse. (cannot turn physically simulated entities into arbitrary entities)
Note:Only name, model, and velocity are retained after conversion. No keyvalues, e.g. skin and color, are kept. AddOutput could be used as a workaround depending on the circumstances.
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{{base point|phys_convert}} It turns an arbitrary entity into a physically simulated entity. | {{base point|phys_convert}} It turns an arbitrary entity into a physically simulated entity. Brush entities will turn into [[simple_physics_brush]] and model entities will turn into [[simple_physics_prop]]. Both are very limited compared to [[func_physbox]] and [[prop_physics]]. See their respective pages for details. | ||
{{note|phys_convert cannot be used in reverse. (cannot turn physically simulated entities into arbitrary entities)}} | |||
== Keyvalues == | == Keyvalues == | ||
{{KV|Entity to convert|target_destination|Name of the entity that will be converted to a physics object when the <code>ConvertTarget</code> input is fired.}} | {{KV|Entity to convert|target_destination|Name of the entity that will be converted to a physics object when the <code>ConvertTarget</code> input is fired.}} | ||
{{KV|Model Swap Entity|string|If specified, | {{KV|Model Swap Entity|string|If specified, the model of the entity specified here will replace the model of the target object when it is converted. {{tip|Use this when the converted object has a separate model used for physics props. (e.g. converting "coolthing001a" when "coolthing001a_physics" exists)}}}} | ||
{{KV|Mass Override|float|Sets the mass when the object(s) are converted (0 means auto-calculate)}} | {{KV|Mass Override|float|Sets the mass when the object(s) are converted (0 means auto-calculate)}} | ||
{{KV Targetname}} | {{KV Targetname}} | ||
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== Inputs == | == Inputs == | ||
{{IO|ConvertTarget|Converts this entity's target to a physically simulated object.}} | {{IO|ConvertTarget|Converts this entity's target to a physically simulated object.}} | ||
{{note| | {{note|Only name, model, and velocity are retained after conversion. No keyvalues, e.g. skin and color, are kept. [[AddOutput]] could be used as a workaround depending on the circumstances.}} | ||
{{I Targetname}} | {{I Targetname}} | ||
Revision as of 12:14, 19 June 2018
Template:Base point It turns an arbitrary entity into a physically simulated entity. Brush entities will turn into simple_physics_brush and model entities will turn into simple_physics_prop. Both are very limited compared to 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>
- If specified, the model of the entity specified here will replace the model of the target object when it is converted.
Tip:Use this when the converted object has a separate model used for physics props. (e.g. converting "coolthing001a" when "coolthing001a_physics" exists)
- 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.

Outputs
- OnConvert
- Fires after the conversion has taken place.
See also
- Blowout Doors - A phys_convert in use.