Phys convert
		
		
		
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Template:Base point It 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
- Entity to convert ([todo internal name (i)]) <targetname>
 - Name of the entity that will be converted to a physics object when the 
ConvertTargetinput is fired. 
- Mass Override ([todo internal name (i)]) <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. 
parentnameortarget).
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.
 
Outputs
- OnConvert
 - Fires after the conversion has taken place.
 
See also
- Blowout Doors - A phys_convert in use.
 - Prop_physics_override - Should act somewhat similar to this.