Phys torque: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Added it to the newly created category Category:Forces.)
m (Add internal names of keyvalue keys)
Line 2: Line 2:


== Keyvalues ==
== Keyvalues ==
{{KV|Angular Acceleration|string|Axial acceleration acting on the object.}}
{{KV|Angular Acceleration|intn=force|string|Axial acceleration acting on the object.}}
{{KV|Rotation Axis|vecline|The point to the Origin of the entity whose line the rotation axis.}}
{{KV|Rotation Axis|intn=axis|vecline|The point to the Origin of the entity whose line the rotation axis.}}
{{KV ForceController}}
{{KV ForceController}}



Revision as of 06:01, 17 March 2021

Template:Base point It is an angular thruster. Use it to apply angular force to an entity.

Keyvalues

Angular Acceleration (force) <string>
Axial acceleration acting on the object.
Rotation Axis (axis) <vector>
The point to the Origin of the entity whose line the rotation axis.

ForceController:

Attached Object (attach1) <targetname>
Object to apply the force to.
Time of Force (0=inf) (forcetime) <float>
Automatic shut-off after this time has passed. A value of 0 means to stay on forever or until deactivated.


Flags

ForceController:

Start On : [1]
Thrust is on by default (will turn off in forcetime)
Apply Force : [2]
Apply linear force (if off, torque only)
Apply Torque : [4]
Apply rotational force (torque - if off, linear only)
Orient Locally : [8]
Maintain local relationship with the attached object
Ignore Mass : [16]
Impulse is independent of object's mass (impulse is acceleration NOT force)


Inputs

ForceController:

Activate
Turn the force on
Deactivate
Turn the force off
Scale <floatRedirectInput/float>
Set Force Scale


Outputs

ForceController: