Phys convert

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Revision as of 13:47, 24 April 2018 by Ficool2 (talk | contribs) (Cleaned up Input notes/bugs)
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Template:Base point It turns an arbitrary entity into a physically simulated entity. i.e. brush entities will behave like simple_physics_brush, model entities behave like simple_physics_prop.

Note.pngNote:simple_physics_brush and simple_physics_prop are very limited physics entities separate from func_physbox and prop_physics. See their respective pages for details.

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>
If specified, this entity's model will replace the model of the target object during conversion.
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.
Note.pngNote:The converted object will have its velocity transferred.
Icon-Bug.pngBug:All keyvalues other than the name and model are not converted, such as skin or color. AddOutput can be used to solve this by firing it immediately after converting.  [todo tested in ?]


Outputs

OnConvert
Fires after the conversion has taken place.


See also