Simple physics brush: Difference between revisions

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m (removed {{DISPLAYTITLE}}, covered by the base brush template)
(Use nolink paramter and BaseEntity templates)
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{{stub}}
{{stub}}
{{ent not in fgd}}
{{ent not in fgd|nolink=1|because=it can only be configured through code}}
{{base brush|simple_physics_brush}}  
{{base brush|simple_physics_brush}}  


==Entity description==
==Entity description==
A simple physics brush with no unique properties. Brush entities converted by [[phys_convert]] are turned into this entity. Doesn't have any physics when spawned by other means.
A simple physics brush with no unique properties. Brush entities converted by [[phys_convert]] are turned into this entity. Doesn't have any physics when spawned by other means.
 
{{note|If placed manually using Hammer, the entity will spawn suspended in mid-air and without any solidity. It's usually better to use a phys_convert on a [[func_brush]], or just use a [[func_physbox]].}}
==FGD Code==
{{warning|This entity is not designed to be directly used in Hammer and will spawn suspended in mid-air. There is no known way to fix this outside of modifying the code and you would most likely be better off using a phys_convert on a [[func_brush]].}}
<pre>@SolidClass base(Targetname, Parentname) = simple_physics_brush
[
]</pre>


==Keyvalues==
==Keyvalues==
{{KV Targetname}}
{{KV BaseEntity}}
{{KV Parentname}}


==Inputs==
==Inputs==
{{I Targetname}}
{{I BaseEntity}}
{{I Parentname}}


==Outputs==
==Outputs==
{{O Targetname}}
{{O BaseEntity}}


==See Also==
==See Also==
* [[func_physbox]] - Conventional physics brush
* [[func_physbox]] - Conventional physics brush
* [[simple_physics_prop]] - Prop counterpart
* [[simple_physics_prop]] - Prop counterpart

Revision as of 22:08, 24 March 2021

Stub

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Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map because it can only be configured through code.

Template:Base brush

Entity description

A simple physics brush with no unique properties. Brush entities converted by phys_convert are turned into this entity. Doesn't have any physics when spawned by other means.

Note.pngNote:If placed manually using Hammer, the entity will spawn suspended in mid-air and without any solidity. It's usually better to use a phys_convert on a func_brush, or just use a func_physbox.

Keyvalues

Inputs

Outputs

See Also