Phys convert: Difference between revisions
Jump to navigation
Jump to search
Note:phys_convert cannot be used in reverse. (cannot turn physically simulated entities into arbitrary entities)
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.
Gatelych83 (talk | contribs) mNo edit summary |
mNo edit summary |
||
Line 1: | Line 1: | ||
{{ | {{entity|type=e0|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. | 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)}} |
Revision as of 20:47, 22 February 2023
Template:Entity 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.

Keyvalues
- Entity to convert (target) <targetname>
- Name of the entity that will be converted to a physics object when the
ConvertTarget
input is fired.
- Model Swap Entity (swapmodel) <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 (massoverride) <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.

Code:Which fields are transferred can be changed by modifying
CPhysConvert::InputConvertTarget()
.
Outputs
- OnConvert
- Fires after the conversion has taken place.
See also
- Blowout Doors - A phys_convert in use.