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 simple_physics_brush, model entities behave like simple_physics_prop.

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: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
ortarget
).
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.