Phys convert: Difference between revisions

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(Cleanup)
(Make clear that nothing is converted.)
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{{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.
{{base point|phys_convert}} It copies the physical and visual properties of an arbitrary entity onto a new physically simulated entity.
The original entity is deleted if successful. 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)}}
{{note|phys_convert cannot be used in reverse. (cannot turn physically simulated entities into arbitrary entities)}}


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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|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.}}
{{note|Name, model, pose, children, position and velocity are retained after conversion. Keyvalues, e.g. skin and color, are not kept. [[AddOutput]] could be used as a workaround depending on the circumstances.}}
{{I Targetname}}
{{I Targetname}}



Revision as of 05:20, 16 September 2019

Template:Base point It copies the physical and visual properties of an arbitrary entity onto a new physically simulated entity. The original entity is deleted if successful. 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.pngNote:phys_convert cannot be used in reverse. (cannot turn physically simulated entities into arbitrary entities)

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.pngTip: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 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.
Note.pngNote:Name, model, pose, children, position and velocity are retained after conversion. Keyvalues, e.g. skin and color, are not kept. AddOutput could be used as a workaround depending on the circumstances.


Outputs

OnConvert
Fires after the conversion has taken place.


See also