Phys convert: Difference between revisions
Jump to navigation
Jump to search
Line 25: | Line 25: | ||
==See Also== | ==See Also== | ||
* A '''tutorial''' for the phys_convert [http://developer.valvesoftware.com/wiki/Phys_convert] | * A '''tutorial''' for the phys_convert [http://www.developer.valvesoftware.com/wiki/Phys_convert] | ||
* [[Prop_physics_override]] - Should be somewhat similar to this. | * [[Prop_physics_override]] - Should be somewhat similar to this. | ||
[[Category:Entities]] | [[Category:Entities]] |
Revision as of 17:40, 29 April 2007
Entity Description
Turns an arbitrary entity into a physically simulated entity. i.e. brush entities will behave like func_physbox, model entities behave like prop_physics.
Keyvalues
- Template:Kv targetname
- target <target_destination>
- Name of the entity that will be converted to a physics object when the ConvertTarget input is fired.
- swapmodel <target_destination>
- Model Swap Entity
Flags
- 1: Convert Asleep
Inputs
- Template:I targetname
- ConvertTarget
- Converts this entity's target to a physically simulated object.
Outputs
- Template:O targetname
- OnConvert
- Fires after the conversion has taken place. (!activator is the activator)
See Also
- A tutorial for the phys_convert [1]
- Prop_physics_override - Should be somewhat similar to this.