phys_torque
phys_torque
is a point entity available in all Source games. It is an angular thruster. Use it to apply angular force to an entity.
Contents
Keyvalues
- Angular Acceleration
(force)
<string> - Axial acceleration acting on the object.
- Rotation Axis
(axis)
<vector> - The point to the Origin of the entity whose line the rotation axis.
ForceController:
- Attached Object
(attach1)
<targetname> - Object to apply the force to.
- Time of Force (0=inf)
(forcetime)
<string> - Automatic shut-off after this time has passed. A value of 0 means to stay on forever or until deactivated.
- Name
(targetname)
<string> - 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
ForceController:
- 1 : Start On
- Thrust is on by default (will turn off in forcetime)
- 2 : Apply Force
- Apply linear force (if off, torque only)
- 4 : Apply Torque
- Apply rotational force (torque - if off, linear only)
- 8 : Orient Locally
- Maintain local relationship with the attached object
- 16 : Ignore Mass
- Impulse is independent of object's mass (impulse is acceleration NOT force)
Inputs
ForceController:
Activate
- Turn the force on
Deactivate
- Turn the force off
Scale
<string>- Set Force Scale
Outputs
ForceController: