Env physimpact: Difference between revisions

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{{base point|env_physimpact|sprite=env_physexplosion}} It causes a physics impact on another entity.
{{lang|Env physimpact}}
{{base point|env_physimpact|sprite=env_physexplosion}} It causes a physics impact on another entity. The direction of the impact is determined by the angles set.
 
{{bug|Does not function in Team Fortress 2.}}
{{bug|Does not function in Team Fortress 2.}}


 
{{code class|CPhysImpact|physobj.cpp}}
{{in code|class=class_c_phys_impact.html CPhysImpact|file=physobj_8cpp-source.html physobj.cpp}}


{{clr}}
{{clr}}


== Keyvalues ==
==Flags==
{{KV|Pitch Yaw Roll (Y Z X)|string|Direction to project the impact.}}
*1: No fall-off
{{KV|Magnitude|integer|Strength of the impact.}}
*2: Infinite Length
{{KV|Distance|integer|How far to project the impact (if 0 uses a default value).}}
*4: Ignore Mass
{{KV|Point to Entity|target_destination|If set, 'Distance' and Angle settings are ignored and the direction and distance to the target entity will be used.}}
*8: Ignore Surface Normal When Applying Force{{clarify}}
{{KV Targetname}}
{{KV Parentname}}


== Flags ==
==Keyvalues==
* 1 : No fall-off
{{KV|Magnitude (magnitude)|integer|Strength of the impact.}}
* 2 : Infinite Length
{{KV|Distance (distance)|integer|How far to project the impact (if 0 uses a default value).}}
* 4 : Ignore Mass
{{KV|Point to Entity (directionentityname)|target_destination|If set, '''Distance''' and '''Pitch Yaw Roll''' settings are ignored and the direction and distance to the target entity will be used.}}
* 8 : Ignore Surface Normal When Applying Force
{{KV BaseEntity|css=1}}


== Inputs ==
==Inputs==
{{IO|Impact|Trigger the impact}}
{{IO|Impact|Trigger the impact}}
{{I Targetname}}
{{I BaseEntity}}
{{I Parentname}}


== Outputs ==
==Outputs==
{{O Targetname}}
{{O BaseEntity|l4d=1}}

Revision as of 10:01, 29 September 2018

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Template:Base point It causes a physics impact on another entity. The direction of the impact is determined by the angles set.

Icon-Bug.pngBug:Does not function in Team Fortress 2.  [todo tested in ?]
C++ In code, it is represented by theCPhysImpactclass, defined in thephysobj.cppfile.

Flags

  • 1: No fall-off
  • 2: Infinite Length
  • 4: Ignore Mass
  • 8: Ignore Surface Normal When Applying Force[Clarify]

Keyvalues

Magnitude (magnitude) ([todo internal name (i)]) <integer>
Strength of the impact.
Distance (distance) ([todo internal name (i)]) <integer>
How far to project the impact (if 0 uses a default value).
Point to Entity (directionentityname) ([todo internal name (i)]) <targetname>
If set, Distance and Pitch Yaw Roll settings are ignored and the direction and distance to the target entity will be used.


Inputs

Impact
Trigger the impact


Outputs