Env physimpact: Difference between revisions

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{{lang|Env physimpact}}
{{lang|Env physimpact}}
{{this is a|point entity|name=env_physimpact||game=Team Fortress 2|icon=1}} It causes a physics impact on another entity. The direction of the impact is determined by the angles set.
{{base point|env_physimpact|sprite=env_physexplosion}} It causes a physics impact on another entity. The direction of the impact is determined by the angles set.


{{code class|CPhysImpact|physobj.cpp}}
{{code class|CPhysImpact|physobj.cpp}}

Revision as of 22:44, 6 January 2024

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Template:Base point It causes a physics impact on another entity. The direction of the impact is determined by the angles set.

C++ In code, it is represented by theCPhysImpactclass, defined in thephysobj.cppfile.

Flags

  • 1: No fall-off
  • 2: Infinite Length
  • 4: Ignore Mass
  • 8: Ignore Surface Normal When Applying Force[Clarify]

Keyvalues

Magnitude (magnitude) ([todo internal name (i)]) <integer>
Strength of the impact.
Distance (distance) ([todo internal name (i)]) <integer>
How far to project the impact (if 0 uses a default value).
Point to Entity (directionentityname) ([todo internal name (i)]) <targetname>
If set, Distance and Pitch Yaw Roll settings are ignored and the direction and distance to the target entity will be used.


Inputs

Impact
Trigger the impact


Outputs