phys_convert
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Class hierarchy |
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CPhysConvert |
physobj.cpp |
phys_convert
is a point entity available in all Source games. It copies the physical and visual properties of an arbitrary entity onto a new physically simulated entity.
The original entity is deleted if successful. Brush entities will turn into simple_physics_brush and model entities will turn into simple_physics_prop. Both are very limited compared to func_physbox and prop_physics. See their respective pages for details.
Note:phys_convert cannot be used in reverse. (cannot turn physically simulated entities into arbitrary entities)
Keyvalues
- Entity to convert (target) <targetname>
- Name of the entity that will be converted to a physics object when the
ConvertTarget
input is fired. - Model Swap Entity (swapmodel) <string>
- If specified, the model of the entity specified here will replace the model of the target object when it is converted. Tip:Use this when the converted object has a separate model used for physics props. (e.g. converting "coolthing001a" when "coolthing001a_physics" exists)
- Mass Override (massoverride) <float>
- Sets the mass when the object(s) are converted (0 means auto-calculate)
- 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
Convert Asleep : [1]
Convert As Debris : [2]
Inputs
- ConvertTarget
- Converts this entity's target to a physically simulated object.
Note:Name, model, pose, children, position and velocity are retained after conversion. Keyvalues, e.g. skin and color, are not kept. AddOutput could be used as a workaround depending on the circumstances.
- Code:Which fields are transferred can be changed by modifying
CPhysConvert::InputConvertTarget()
.
Outputs
- OnConvert
- Fires after the conversion has taken place.
See also
- Blowout Doors - A phys_convert in use.