Phys convert

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Revision as of 12:29, 29 June 2017 by Blixibon (talk | contribs) (Filled in "Model Swap Entity" keyvalue and questioned the bug about where the converted object may spawn.)
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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 ConvertTarget input is fired.
Model Swap Entity ([todo internal name (i)]) <string>
Name of the entity whose model will replace the model of the converted object when the conversion takes place. (this is optional)
Tip.pngTip:Use this when the converted object has a separate model used for physics props.
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. 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

  • 1 : Convert Asleep
  • 2 : Convert As Debris

Inputs

ConvertTarget
Converts this entity's target to a physically simulated object.
Icon-Bug.pngBug:The new prop_physics object will spawn at the original position of the model regardles of whether it was moved somewhere else (example: it´s parented to another entity).
Todo: Was this fixed in Source 2013?
  [todo tested in ?]


Outputs

OnConvert
Fires after the conversion has taken place.


See also