Difference between revisions of "Phys convert"

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m (Inputs)
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== Inputs ==
 
== Inputs ==
 
{{IO|ConvertTarget|Converts this entity's target to a physically simulated object.}}
 
{{IO|ConvertTarget|Converts this entity's target to a physically simulated object.}}
 +
{{bug|The new prop_phys object will spawn on the model original position regardles of if it was moved somewhere else (example: it´s parented to another entity).}}
 
{{I Targetname}}
 
{{I Targetname}}
  

Revision as of 18:55, 7 December 2013

phys_convert is a point entity available in all Source games. 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 <targetname>
Name of the entity that will be converted to a physics object when the ConvertTarget input is fired.
Model Swap Entity <string>
Mass Override <float>
Sets the mass when the object(s) are converted (0 means auto-calculate)

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.

Flags

  • 1 : Convert Asleep
  • 2 : Convert As Debris

Inputs

ConvertTarget
Converts this entity's target to a physically simulated object.
Bug: The new prop_phys object will spawn on the model original position regardles of if it was moved somewhere else (example: it´s parented to another entity).

Targetname:

Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than Kill.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile  <script> (New with Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode  <string> (New with Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction  <string> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin  <coordinates> (New with Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles  <angles> (New with Alien Swarm) !FGD
Set this entity's angles.

Outputs

OnConvert
Fires after the conversion has taken place.

Targetname:

OnUser1 to OnUser4
These Outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (Only in the Left 4 Dead series)
This Output fires when the entity is killed and removed from the game.

See also