Phys convert: Difference between revisions

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== Flags ==
== Flags ==
* 1 : Convert Asleep
{{fl|1|Convert Asleep}}
* 2 : Convert As Debris
{{fl|2|Convert As Debris}}


== Inputs ==
== Inputs ==
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{{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.}}
{{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.}}
: {{codenote|Which fields are transferred can be changed by modifying <code>CPhysConvert::InputConvertTarget()</code>.}}
: {{codenote|Which fields are transferred can be changed by modifying <code>CPhysConvert::InputConvertTarget()</code>.}}
{{I Targetname}}


== Outputs ==
== Outputs ==
{{IO|OnConvert|Fires after the conversion has taken place.}}
{{IO|OnConvert|Fires after the conversion has taken place.}}
{{O Targetname}}


== See also ==
== See also ==
* [[Blowout Doors]] - A phys_convert in use.
* [[Blowout Doors]] - A phys_convert in use.

Revision as of 10:31, 9 May 2023

C++ Class hierarchy
CPhysConvert
CLogicalEntity
CServerOnlyEntity
CBaseEntity
C++ physobj.cpp

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.

Note.pngNote:phys_convert cannot be used in reverse. (cannot turn physically simulated entities into arbitrary entities)

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.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 (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 or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Flags

Convert Asleep : [1]
Convert As Debris : [2]

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.
Cpp.pngCode:Which fields are transferred can be changed by modifying CPhysConvert::InputConvertTarget().

Outputs

OnConvert
Fires after the conversion has taken place.

See also